Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Earthquake (Recharge 5–6). The dragon pierces the earth with its tail and in a 10-foot wide line each creature must make a DC 21 Dexterity saving throw, taking 63 (18d6) bludgeoning damage on a failed save, or half as much damage on a successful one. On a failed save the creature is also knocked prone as the earth beneath them shakes violently. This can also damage nearby structures.
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
The odor of salt and mud surrounds a brown dragon, whose large, crystalline horns and dual spinal frill turning into wings, define its silhouette. Its blunted snout covered in mud and various minerals and gems, its eyes glow green.
Lair and Lair Actions
A Brown Dragon’s Lair
Brown dragons lair in deep caverns or sometimes between the crevices of high mountains, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and Underdark strongholds. Caves rich in minerals and gems are the most highly prized brown dragon lairs, creating a sense of greed that hinder intruders and letting the smells of wet mud and the riches of the earth wash over a dragon as it sleeps.
With its hoard well protected deep within the lair, a brown dragon spends most of its time inside its lair, if it is seen outside, it is surely a bad sign. For a brown dragon, the great heights of the world are the children from which it harbors, these children being the Kobolds that often infest caverns. It looks after the Kobolds and holds them with the same value as the gems it hides in its hoard.
Throughout the lair complex, large and unusual formations of crystals and gems litter the walls.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
- A hole appears from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius pit. Each creature in the pit's area must make a DC 15 Dexterity saving throw, taking 21 (6d6) bludgeoning damage on a failed save, or half as much damage on a successful one. If the creature fails it will fall into the hole, not to worry though as most of these holes end with a path out.
- A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- Poisonous gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
Regional Effects
The region containing a legendary brown dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Small earthquakes are common within 6 miles of the dragon’s lair.
- Water sources within 1 mile of the lair are supernaturally murky and tainted by minerals.
- Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Earth, allowing creatures of elemental earth into the world to dwell nearby.
If the dragon dies, these effects fade over the course of 1d10 days.
Previous Versions
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