Huge Dragon, Lawful Evil
Armor Class 20 (natural armor)
Hit Points 178 (17d10 + 85)
Speed 60 ft., Fly 30 ft., Burrow 80 ft.
STR
20 (+5)
DEX
18 (+4)
CON
21 (+5)
INT
10 (+0)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws STR +9, CON +9, INT +4, WIS +7
Skills Deception +6, History +4, Perception +7, Stealth +8
Damage Immunities Slashing; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Tremorsense 120 ft., Passive Perception 17
Languages Common, Draconic, Terran
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Rock Form. While the Dragon is stationary, it is indistinguishable from a large stone formation of its type. Even from means of magical detection.

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

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 5) slashing damage.

Sand Breath (Recharge 5–6). The dragon exhales sand in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) magical slashing damage and is blinded until the start of the dragons next turn, or takes half damage on a successful one and is not blinded.

Whirlwind Breath (Recharge 5–6). The dragon blows strong gusts of wind around itself in a 30-foot emanation around the dragon. Each creature in the area need to make a DC 17 strength saving throw or be pushed back 15 feet. The area around the dragon is now considered difficult terrain as creatures have to fight against the wind as well as any ranged attacks are blocked by the wind. This wind lasts until the start of the dragons next turn.

Bonus Actions

Mirage. The dragon causes a cloud of sand to puff and an illusion of itself to split off and move in another direction. Both the Dragon and the illusion can move half its walking speed. The illusion, on the same initiative, can move and act on its own but it does not do any damage. The illusion is very difficult to se through, requiring a DC 18 wisdom (perception) check to see through it. Otherwise it shares its AC with the Dragon and has 30 hit points.

Reactions

Blinding Sand. When a creature hits the dragon with an attack and is within 10 feet of it, the dragon can send out a quick blast of sand at them. The creature takes (2d6+4) slashing damage and is blinded until the start of the dragons next turn. Additionally the Dragon can move half its walking speed without provoking opportunity attacks.

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.

Quick Tunnel. The Dragon can move half of its burrow speed.

Sand Swipe. The dragon strikes the ground with its wings. Each creature within 10 feet of the dragon must succeed on a DC 17 strength saving throw or take 13 (2d6 + 5) bludgeoning damage and be knocked prone. The dragon can then move up to half its walking speed.

Description

The Sandstone Dragon is a serpentine colossus, its elongated body reminiscent of a massive desert serpent. Its scales, a blend of ochre and sandy beige, shimmer faintly in the sunlight, resembling the cracked and weathered surface of ancient sandstone. Along its body triangular wings stretch like delicate fins, semi-translucent and veined with glowing amber, giving it a striking yet eerie elegance. Its narrow, angular head is framed by backward-sweeping horns and a spiny frill that flares when it asserts dominance. Piercing amber eyes gleam with intelligence and malice, and its needle-like teeth and hooked claws hint at its predatory nature. Swirling grains of sand often encircle its form, blending it seamlessly into the desert landscape.

The Sandstone Dragon is a creature of law and tyranny, viewing itself as the undisputed ruler of the desert and its ancient ruins. It is calculating and manipulative, preferring to subjugate rather than destroy, though it will not hesitate to unleash its wrath on those who defy its authority. Cunning and patient, it thrives on control, weaving intricate schemes to maintain its power and expand its influence. While ruthless, it adheres strictly to its own sense of order, honoring bargains to the letter while often twisting their spirit. It sees itself as the custodian of the desert’s forgotten history, justifying its greed and cruelty as necessary to preserve what others would squander or destroy.

The Sandstone Dragon’s hoard is a treasure trove of ancient desert relics, carefully curated to reflect its obsession with history and dominion. Its collection includes ornate pottery, inscribed stone tablets, and ceremonial artifacts from long-lost civilizations. It particularly loves gold and golden relics, such as masks, chalices, and weapons adorned with desert motifs, are arranged meticulously within its lair, each piece a testament to its victories. Most prized are its maps and scrolls—records of forgotten lands and hidden secrets—stored in sealed chambers and fiercely protected. To the dragon, this hoard is more than wealth; it is a manifestation of its legacy and the power it wields over time and memory.

Lair and Lair Actions

The Sandstone Dragon makes its lair in the heart of desert ruins or deep within canyon fortresses, locations chosen for their natural defenses and historical significance. The surrounding desert is an unforgiving expanse of shifting dunes and searing heat, dotted with crumbling obelisks, shattered statues, and skeletal remains that warn intruders of the dangers ahead. The lair itself is a sprawling labyrinth of sand-filled corridors and sunlit chambers, enhanced by natural rock formations and ancient traps. Sandfalls cascade from cracks in the walls, and canyon winds howl like ghostly voices through narrow passageways. Around its lair, mirages and swirling sands mislead trespassers, ensuring that only the most determined—or foolhardy—reach its domain.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon is immune to these effects and can’t use the same effect two rounds in a row:

  • A strong wind blows throughout the lair. While the wind its blowing ranged attacks are made at disadvantage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished. The wind last till initiative count 20 on the next turn.
  • Two dust devils of sand swirl about in a 15-foot-radius, 40-foot-tall cylinder at 2 random points in the lair. The clouds spread around corners. Each creature in the area is blinded. As soon as a creature moves out of the area the effect ends. To creatures on the outside anything on the inside is considered Lightly Obscured. The dust devils end on initiative count 20 on the next turn.
  • The dragon creates a wall of sandstone on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 15, 30 hit points, vulnerability to bludgeoning damage, and immunity to necrotic, poison, psychic, and radiant damage. The wall disappears when the dragon uses this lair action again or when the dragon dies.

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

  • Tracks appear in the sand within 6 miles of the dragon’s lair. The tracks lead to traps and pitfalls , while also leading away from areas that the dragon prefers to remain undisturbed.
  • Images of Large or smaller monsters haunt the desert sands within 6 miles of the dragon’s lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it’s an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it.
  • Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the dragon’s lair, the dragon becomes aware of the creature’s presence and location.

If the dragon dies, the tracks fade in 1d10 days, but the other effects fade immediately.

Habitat: Desert

Kespock

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