Huge Dragon, Chaotic Evil
Armor Class 23 (natural armor)
Hit Points 280 (20d12 + 140)
Speed 30 ft., Fly 40 ft.
STR
25 (+7)
DEX
14 (+2)
CON
24 (+7)
INT
16 (+3)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws DEX +8, CON +13, WIS +8, CHA +10
Skills Perception +16, Persuasion +10, Stealth +8
Damage Resistances Fire, Lightning, Necrotic, Piercing, Slashing
Damage Immunities Acid
Condition Immunities Petrified
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Common, Draconic
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day). If the Ancient Ambar Dragon fails a saving throw, it can choose to succeed instead.

Ambar Coat. The Ancient Ambar Dragon coats itself in amber, that its body temperature avods from solidifiying, this coat of ambar protect the dragon from attacks of its fows, attacks made with weapons that deal slashing or piercing damage are made with desadvantage.

The increased thickness of the Ambar coat provides the Ancient Ambar Dragon with resistance to slashing and piercing damage.

If the Ambar dragon has been submerged in water whithin the last minute it loses its flying speed is reduced to 0 as its wings amber coat partialy solidifies.

The Coat of Ambar grows as the dragon ages, Ancient Ambar Dragons are heavy due to this thick layer of amber they have advantage agaisnt effects that would move them agaisnt their will.

Actions

Multiattack. The dragon can use its Magestic Presence. It then makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack+13 to hit, reach 5 ft., one target. for, 1d12+7 piercing damage + 2d6 fire damage.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft, one target. for 2d8+7 slashing damage.

Amber Shield. The Ancient Amber dragon can as an action spit Amber on itself, in atempt to recover wounds on its Amber Coat, it gains 4d6+4 temporary hit points.

Magestic 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 Charmed for 1 minute. A creature charmed in this way must spend its action praising the dragon´s Ambar beauty. 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 Magestic Presence for the next 24 hours.

Ambar Breath.The Ancient Ambar Dragon exhales liquid amber in a 60­-foot line that is 5 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 6d8 acid damage + 5d8 fire damage and being restrained by ambar on a failed save, or half as much damage on a successful one. A creature restrained in this way can repeat the save at the start of each of its turns, atempt to escape by succeeding in a DC 22 Strenght saving throw.

A creature restrained by this effect that fails the saving throw to avoid the Ambar Breath is incased in ambar falling paralyzed, and having resistance to all damage types other than psychic damage.

A creature paralyzed this way can repeat the save at the start of each of its turns

A creature paralyzed in this way that fails other saving throw agaisnt the Acient Ambar Dragon´s breath is fully submerged in amber, while completly submerged in amber a creature remains restrained, paralyzed and with a movement reduced to 0, additionaly the creature must hold its breath, and it cant neither speak nor hear, however it still retains its sight.

A creature paralyzed this way can at the start of its turn attempt to break free from the ambar by succeeding in a DC 24 Strength saving throw this saving throw is made with desadvantage.

Bonus Actions

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft, one target. for 2d8+7 slashing damage.

Legendary Actions

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.

Claw Attack. The dragon makes a tail attack.

Amber Shield (Costs 2 Actions). The Adult Ambar Dragon uses its Amber Shield Feature

 

 

Lair and Lair Actions

Ambar Dragons dwell in Caves in forested locations often away from civilization. An Ambar Dragon lair is a cave, often in beautiful natural locations like hotsprings, the layer is decorated with amber clusters.The lair is littered with preserved prey in cofins of amber, Ambar Dragon lairs are ridden with insects that find the amber produced by the dragon a delecacy such as beautiflies and bees.

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 20ft radius sphere within 120ft of the dragon becomes filled with sap from nearby vegetaion all creatures in contact with the ground and other surfaces must succeed in a DC 17 Strenght saving throw being restrained by the sap on a failure, (this counts as being restrained by the Amber Breath attack for the porposes of its effect), a creature may atempt at the start of its turn to escape the amber sap by succeeding in a DC 17 Strenght saving throw.
  • A solid amber 20ft tal cristal rises from the ground in a 10ft square within 120ft of the dragon, all creatures within the area must succeed in a DC 17 Dexterity saving throw taking 8d6 bludgeoning damage on a failure.
  • The dragon calls for a cloud of bugs and huming birds to hinder its foes vision, all creatures within a 20ft sphere centered on a point within 120ft of the dragon must succeed in a DC 17 Constitution saving throw, being blinded on a failure, additionaly the area becomes dificult terrain and heavly obscured until the end of the dragons next turn.

Regional Effects

The region containing a legendary Ambar dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • The land within 6 miles of the lair has increased growth on vegetation, with trees and other plants developing ambar like sap, the area takes twice as long to treverse due to the overgrown vegetation.
  • Water sources within 1 mile of the lair are supernaturally cristaline.
  • populations of fireflies increase supernaturaly, within 6 miles of the lair often turning the night skyies into spectacles of light.

If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days.

Previous Versions

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Habitat: ForestHill

Corpse_on_the_Trone

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