Mod | Save | ||
---|---|---|---|
STR | 22 | +6 | +6 |
DEX | 10 | +0 | +5 |
CON | 23 | +6 | +6 |
Mod | Save | ||
---|---|---|---|
INT | 11 | +0 | +0 |
WIS | 13 | +1 | +6 |
CHA | 12 | +1 | +1 |
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Mimicry. The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
Multiattack. The dragon makes three Rend attacks.
Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 4 (1d8) Acid damage.
Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 19, each creature in a 60-foot Cone. Failure: 40 (9d8) Acid damage and 18 (4d8) Acid damage at the end of its next turn. Success: Half initial damage only.
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.
Frightful Presence. The dragon casts Fear, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 14). The dragon can’t take this action again until the start of its next turn.
Impaling Tail. Melee Attack Roll: +11, reach 10 ft. Hit: 20 (4d6 + 6) Piercing damage, and if the creature is Medium or Smaller, it has the Grappled condition (escape DC 19). While Grappled in this way, the target has the Restrained and takes an additional (2d6) Piercing damage at the end of each of its turns. The dragon can only have one creature grappled in this way at a time. The dragon can’t take this action again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Description
The gray dragon is likely the most avaricious, ill-tempered, and feral of all dragons. It lives to hunt for sport, more obsessed with the act of stalking and bringing down powerful prey than accumulating wealth. It is prone to fits of rage such that the gray dragon would rain death and destruction to every random habitat and settlement within miles of its lair. It dwells in temperate regions that have high rocky outcroppings surrounded by low flatlands.
Spiked Horror. The gray dragon is covered in armor-like, bony plates called osteoderms, with spikes protruding from its forearms and limb joints. Its head features a crest of long, sharp spikes, with smaller ones jutting below its oversized jaw like a garish beard. A jagged line of barbs runs from the back of its head and along its pine, and its forked tail ends with two wicked scythe-like bony plates, which it uses to impale prey. A fang-filled mouth and a pair of long ears give the gray dragon a bat-like visage.
Earth Connection. It is said that gray dragons evolved from fang dragons, an extinct type of bestial dragon that had no breath weapon. Legend has it that Tiamat, the Queen of Dragons, weaved her dark magic and infused unhatched fang dragons in the world with basilisk blood. Since then, only gray dragon hatchlings have been born, and each has shown a natural affinity with the Elemental nature of Earth, including immunity to petrification.
Consummate Hunter. Driven by its predatory nature, the gray dragon prefers to fight by just using its teeth, claws, and tail, often delivering the killing blow before its target can react. At times, the gray dragon will toy with its prey, tormenting it by telling how futile it is to escape and even mimicking voices it has heard to distract or lure the target. It sees it as a testament to its hunting prowess to bring down formidable creatures with just its cunning, hunting skill, and physical attacks. Thus, it rarely uses its breath attack unless it believes its life might be in danger. The gray dragon's elemental breath is a cone of caustic, vicious slime. The slime is so sticky that it continues to dissolve the flesh of its victims for a time after the initial contact.
Guarded Lair. A gray dragon often leaves its lair for extended periods to hunt. Before doing so, it seals its den, where it keeps its vast treasure piles with boulders and slabs of granite and limestone. The lair's outlying chambers are usually patrolled by the gray dragon's minions, which are often basilisks, cockatrices, earth elementals, galeb duhr, medusae, ooze paraelementals, and stone giants. These creatures are not necessarily subservient to the gray dragon and see it more as a mutual arrangement of protection. However, they do fear the gray dragon's wrath and take extraordinary steps not to incur it.
Lair and Lair Actions
Gray Dragon Lairs
Gray dragons dwell in badlands, brushlands, prairies, and tundras that have rocky crags, cliffs, and outcroppings that overlook great flatlands where they can spy potential game from great distances.
The region containing an adult or ancient gray dragon’s lair is affected by its presence, creating the following effects:
Elemental Allies. [Tooltip Not Found] scour the land within 1 mile of the lair.
Faces in Stone. Stone within 3 miles of the lair takes on subtle shapes that suggest people, animals, and other creatures when viewed from the corner of the eye or through dim light or fog.
If the dragon dies or moves its lair elsewhere, these effects end immediately.
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