Ambusher. In the first round of a combat, the dragon has advantage on attack rolls against any creature it has surprised.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Spider Climb. The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Multiattack. The dragon can use its Bioluminescent Floral Presence and make a bite attack.
Bite. Melee Weapon Attack: +7 to hit, reach 5 feet, one target. Hit: 16 (2d10 + 5) piercing damage plus 4 (1d8) poison damage and the target must succeed on a DC 15 Constitution saving throw or take 4 (1d8) poison damage at the start of each of its turns until it or another creature uses an action to wipe the poison away.
Bioluminescent Floral Presence. The dragon’s lure glows with an enticing light. Each creature that can see the lure must make a DC 15 Wisdom saving throw. A creature that is unaware that the lure is part of the dragon makes this saving throw at disadvantage. On a failure, the target is charmed by the dragon until it takes damage. A charmed target must move on its turn toward the dragon by the most direct route. 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 Bioluminescent Floral Presence for the next 24 hours.
Spit. The dragon spits its toxic drool in a 30-foot cone originating from itself. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, a target takes 7 (2d6) poison damage and is paralyzed until the start of its next turn.
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.
Bite Attack. The dragon makes a bite attack.
Detect. The dragon makes a Wisdom (Perception) check.
Prey (Costs 2 Actions). The dragon snacks on a nearby clematis dragon or similar creature, regaining 9 (2d6 + 2) hit points.
Description
From Filed Guide to Floral Dragons - Art & Concept by Kin Wald
Lair and Lair Actions
Aconite dragons lair in filthy swamps and marshes. While in its lair, an aconite dragon is empowered by the fetid conditions and has access to special actions.
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:
- The dragon exudes pheromones that react with the polluted water around it, producing a 20-foot-radius sphere of fog centered on a point the dragon chooses within 30 feet of it. The sphere’s area is heavily obscured. The fog disperses at the start of the dragon’s next turn.
- The dragon uses the foul bog water in the lair to overpower its foes. The dragon can target any number of creatures it sees in swamp water within 90 feet of it. A target must succeed on a DC 15 Constitution saving throw or take 7 (2d6) poison damage and be poisoned until the end of its next turn. A target in a boat or otherwise not in direct contact with the water has advantage on this saving throw.
- Corrupt vegetation growing in and around the swamp grasps all creatures in a 20-foot cube within 60 feet of the dragon that it can see. Each creature in the area must succeed on a DC 17 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. A target in a boat or otherwise not in direct contact with the water has advantage on this saving throw.
Regional Effects
The region containing an aconite dragon’s lair is poisoned by the dragon’s presence, which creates one or more of the following effects:
- Trees within 1 mile of the dragon’s lair have white bark and gnarled branches.
- Water sources within 1 mile of the dragon’s lair are tainted with toxic drool, rendering it unsuitable for drinking, washing, or cooking. It cannot be boiled clean. The purify food and drink spell removes the toxicity, but the water retains its sludgy viscosity.
- The aconite flowers that grow within 1 mile of the dragon’s lair make especially potent toxins.
If the dragon dies, these effects fade over the course of 1d10 days.
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