Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Stench of Sulfur. Any creature that starts its turn within 10 feet of the dragon must succeed on a DC 18 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the creature is incapacitated with retching.
Lethal Flatulence. The dragon’s unique combustion glands allow it to expel highly flammable gas from its rear, which ignites instantly when exposed to air. Backdraft Dragons do not have a breath weapon.
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: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dragon’s choice within 120 ft. that is 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.
Backdraft Discharge (Recharge 5–6). The dragon emits a cone of ignited flatulence from its rear end.
Area: 60-foot cone behind the dragon if the dragon is prone or on all fours. 30-foot cone if the dragon is on its haunches
Damage: 63 (18d6) fire damage on a failed DC 21 Dexterity saving throw, or half as much on a success.
Special Effect: Creatures that fail the save by 5 or more are knocked prone from the explosive blast. Any unattended flammable objects ignite.
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
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.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Toot-and-Scoot (Costs 2 Actions). The dragon expels a small gout of flame-propelled gas, moving up to half its fly speed without provoking opportunity attacks. Anyone in the cone area takes (18d6) fire damage on a failed DC 21 Dexterity saving throw, or half as much on a success.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.







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