| Mod | Save | ||
|---|---|---|---|
| STR | 30 | +10 | +18 |
| DEX | 4 | −3 | −3 |
| CON | 26 | +8 | +16 |
| Mod | Save | ||
|---|---|---|---|
| INT | 15 | +2 | +2 |
| WIS | 14 | +2 | +2 |
| CHA | 16 | +3 | +3 |
Chromatic Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 Hit Points, its current Hit Point total instead resets to 425 Hit Points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 105,000 XP (210,000 XP total) for defeating the greatwyrm after its Chromatic Awakening activates.
Legendary Resistance (4/Day, or 5/Day in Lair). If the greatwyrm fails a saving throw, it can choose to succeed instead.
Unusual Nature. The greatwyrm doesn’t require food or drink, and it does not need to breathe.
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Dust Devil (level 9 version).
Rend. Melee Weapon Attack: +18, reach 15 ft. Hit: 21 (2d10 + 10) Slashing damage plus 13 (3d8) Acid damage.
Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 21, each creature in a 300-foot Cone. Failure: 84 (24d6) Acid damage. Success: Half damage.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18):
At Will: Create or Destroy Water, Dust Devil (level 6 version), Wall of Sand
1/Day: Disintegrate (level 9 version), Conjure Elemental (Earth only)
Deep Ambush. While burrowing within 10 feet of the surface, the greatwyrm erupts (without spending movement) into a 20-foot square on the ground directly above it. Dexterity Saving Throw: DC 24, each creature within the area where the dragon emerges. Failure: The target is Restrained by rubble. A creature can use its action to free itself or another creature within its reach. Failure or Success: The target is pushed 5 feet to an unoccupied space of the brown dragon’s choice, and the area the dragon appears in is Difficult Terrain.
Legendary Action Uses: 4 (5 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.
Sandstorm. The dragon uses Spellcasting to cast Wall of Sand. The dragon can’t take this action again until the start of its next turn.
Frightful Presence. The dragon uses Spellcasting to cast Fear. 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.
Arcane Spear. The greatwyrm creates four spears of magical force. Each spear hits a creature of the greatwyrm’s choice it can see within 120 feet of it, dealing 7 (1d8 + 3) Force damage to its target, then disappears.
If the greatwyrm’s Chromatic Awakening trait has activated in the last hour, it can use the options below as legendary actions.
Befuddling Whirlwind. The greatwyrm casts Dust Devil (level 9 version).
Chromatic Flare. The greatwyrm flares with elemental energy. Dexterity Saving Throw: DC 24, each creature in a 60-foot Sphere. Failure: 22 (5d8) Acid damage. The dragon can’t take this action again until the start of its next turn.
Lair and Lair Actions
Brown dragons dwell in deserts, digging vast domains under the shifting sands. A brown dragon’s lair is an arid cave, grotto, or ruin where the dragon can dessicate and consume their victims. The lair is littered with the acid-pitted bones of previous victims and the fox-gnawed carcasses of fresh kills, watched over by crumbling statues. Centipedes, scorpions, and snakes infest the lair, which is eerily foreboding and would almost smell sterile if not for the stench of meat allowed to rot in the heat.
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:
- Great columns of sand that the dragon can see within 120 feet of it powerfully shift outward. Any creature on the ground within 20 feet of such a column must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the vortex and knocked prone.
- A mass of swarming scorpions fills a 30-foot-radius circle centered on a point the dragon chooses within 120 feet of it. The swarm spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. Any creature in the circle when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) poison damage.
- Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
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:
- The land within 6 miles of the lair takes twice as long as normal to traverse, since the sands are coarse and slippery, and ground that seems firm often hides holes or predators.
- Water sources within 1 mile of the lair are supernaturally dried up, and any spell that creates water except those cast by the dragon fail.
- Swirling sandstorms lightly obscure the land within 6 miles of the lair.
If the dragon dies, the sands remain as they were, but other effects fade over 1d10 days.
Previous Versions
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4/19/2024 1:39:03 PM
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4/19/2024 8:35:34 PM
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4/25/2024 10:30:50 PM
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9/29/2025 6:19:44 AM
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