Gargantuan Dragon, Typically Lawful Good
Armor Class 22 Natural Armor
Hit Points 546 (28d20 + 252)
Speed 50 ft., Swim 40 ft.
STR
30 (+10)
DEX
15 (+2)
CON
28 (+9)
INT
30 (+10)
WIS
28 (+9)
CHA
26 (+8)
Saving Throws STR +18, DEX +10, WIS +17, CHA +16
Skills History +18, Insight +17, Nature +18, Perception +17, Persuasion +16, Survival +17
Damage Resistances Fire, Lightning, Radiant, Thunder
Senses Darkvision 120 ft., Tremorsense 120 ft., Passive Perception 27
Languages Common, Draconic plus up to four other languages
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

Charge. If the dragon moves at least 30 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 18 (4d8) damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.

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

Magic Weapons. The dragon’s weapon attacks are magical.

Actions

Multiattack. The dragon can use its Protective Floral Presence. It then makes three attacks: one with its ram and two with its tail.

Ram. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 41 (7d8 + 10) bludgeoning damage.

Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 43 (6d10 + 10) bludgeoning damage.

Protective Floral Presence (2/Day). The dragon extends a protective force over any number of creatures of its choice it is aware of within 300 feet, not including itself. Targets gain resistance to the dragon’s choice of either fire, cold, lightning, necrotic, poison, psychic, or thunder damage. Additionally, whenever a target regains hit points from spells or potions, it regains the highest number possible for each die rolled. These effects last for 1 minute or until the dragon is incapacitated.

Healing Light (3/Day). Light filtering through the dragon’s leaves takes on magical healing power. Each creature within a 20-foot radius of the dragon, including itself, regains 27 (6d8) hit points and is cured of the frightened and poisoned conditions. The dragon can’t use this action in darkness.

Sunlight Breath (Recharge 5–6). The dragon exhales brilliant sunlight in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw. On a failed save, a creature takes 66 (12d10) radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded.

Reactions

Protect the Small. When a Medium or smaller creature within 20 feet of the dragon is targeted with an attack by a creature the dragon can see, the dragon can impose disadvantage on the roll. If the attack hits, the dragon takes the damage instead of the targeted creature.

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.

Tail. The dragon makes a tail attack.

Uproot. The dragon moves up to its speed. Unattended objects and structures in its path take 16 (3d10) bludgeoning damage.

Reroot (Costs 2 Actions). The dragon digs its roots into the soil, regaining 27 (6d8) hit points and removing all levels of exhaustion affecting it. Once it uses this ability, the dragon’s speed becomes 0 until the end of its next turn.

Description

From Filed Guide to Floral Dragons - Art & Concept by Kin Wald

Lair and Lair Actions

The whole settlement that an apple tree dragon protects is considered its lair.

Lair Actions

While fighting in its lair, the apple tree dragon is empowered by love for its home. 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:

  • An ally of the dragon within its lair gains inspiration.
  • An ally of the dragon within its lair gains 6 (2d10) temporary hit points.
  • Roots erupt from the ground in a 100-foot diameter circle centered on the dragon. All creatures within this area must succeed on a DC 20 Dexterity saving throw or drop prone. The area becomes difficult terrain.

Regional Effects

The region containing an apple dragon’s lair is affected by the dragon’s magic, which creates one or more of the following effects:

  • Crops grown within 10 miles of the lair are unnaturally ruitful and resistant to disease.
  • People tend to be less argumentative and more collaborative.
  • On rainy days, a rainbow can almost always be seen, arching toward the dragon.

If the dragon dies, these effects fade over the course of 1d10 days.

Von_Loch

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