Gargantuan Dragon, Chaotic Evil
Armor Class 23 (natural armor)
Hit Points 546 (28d20 + 252)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
30 (+10)
DEX
12 (+1)
CON
29 (+9)
INT
18 (+4)
WIS
17 (+3)
CHA
23 (+6)
Saving Throws DEX +9, CON +17, WIS +11, CHA +14
Skills Perception +16, Stealth +7
Damage Resistances Acid, Cold, Fire, Lightning, Necrotic, Poison
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Common, Draconic
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

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

Elemental protection. after the dragon uses one of it's breath weapons, it gains immunity to the associated damage until it uses another breath weapon. Red:fire Blue:lightning Yellow:bludgeoning,piercing&slashing Orange:fire Green:poison Purple:radiant, fire&lightning White:cold Black:acid Brown:necrotic 

Amphibious. the dragon can breath air and water.

 

Actions

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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 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. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

 

Breath Weapon. The dragon exhales a blast of energy randomly determined from one of the tables below. the dragon cycles through the tables in order 1-3. After the dragon uses a breath weapon, it cannot use the same weapon again until all other breath weapons have been used.

Table 1:

Red: the dragon expels fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 88 (26d6+10) fire damage on a failed save, or half as much damage on a successful one.

Blue: the dragon shoots an arc of lightning at a creature within 150 ft. the target must  make a DC 26 DEX save, taking 82 (24d6+10) lightning damage on a failed save, or half as much on a successful one. The lightning then arcs to another creature within 20ft, assuming one is available.

Yellow: the dragon expels a 15ftx100ft blast of salt. each creature in the area must make a DC 20 DEX save, on a failed save, the creature is coated in salt and becomes paralyzed, the condition can be ended if the salt is washed off with fresh water.

Table 2:

Orange: the dragon expels a stream of sodium slime covering a 55ft radius sphere. each creature in the area that is not behind another creature or cover becomes coated in sodium, after 1 round the sodium combusts dealing 20 (5d6+5) fire damage, if the sodium comes into contact with water, it explodes dealing 88 (17d8+20) fire damage, the sodium can be neutralised with a layer of oil.

Green: the dragon expels a 150ftx15ft rectangle of noxious green fog. the fog moves 5ft forward at the start of each of the dragon's turns. when a creature enters a square with gas, they must make a DC 24 CON save, taking 77 (12d12+5) poison damage and being poisoned for 30s on a fail, or half as much and not poisoned on a success, after which the square disappears.

Purple: the dragon shoots out blasts of bright purple plasma in 5ft wide lines at 5 locations within 100ft of the dragon, each point must be at least 20ft apart. each creature caught in a line must make a DC 24 DEX save taking 27 (7d6+6) fire damage + 27 (7d6+6) lightning damage + 27 (7d6+6) radiant damage.  any creature that can see the plasma must make a DC 20 CON save or be blinded for 2 rounds.

 

Table 3:

White: the dragon expels a 75ft cone of icy wind. each creature in the area must make a DC 20 CON save taking 78 (13d12) cold damage and being pushed back 20ft or half as much on a success. 15ft tall and 5ft thick walls of ice erect on ether side of the cone. the ground within the cone becomes coated in slick ice, whenever a creature moves on the ice in a direction, it moves 1d4x5ft further than intended, if this movement causes the creature to run into an obstacle, they take 1d6 bludgeoning damage, when a creature ends it's turn on the ice, they must make a DC 24 DEX save or fall prone.

Black: the dragon spews acid rain in a 30ft radius cylinder. each creature in the area must make a DC 22 CON save, taking 60 (20d6) acid damage on a failed save or half as much on a success. the dragon then launches a glob of acid that splashes in a 5ft radius sphere the creatures in the sphere repeat the same save with the same damage but now receive the poisoned condition on a fail.

Brown: The dragon exhales a 90ft cone of disintegration energy. each creature in the area must make a DC 22 DEX save taking 88 (26d6+10) necrotic damage on a fail or half as much on a success. a creature reduced to 0hp by this damage is disintegrated and dies.

 

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.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

A brown dragon is a mix between all other chromatic dragons resulting in a creature with mastery over all elements including a unique combination resulting in disintegration. some brown dragons may not have every single other chromatic dragon type in their gene pool, in this scenario the dragon has the associated breath weapons and resistances of the dragon types in their gene pool as well as all combinations of colors in their gene pool.

Lair and Lair Actions

A Brown Dragon’s Lair

Brown dragons can lair in almost any environment but they prefer hostile places which can be fortified and have open rooms for the dragon to move. Brown dragons additionally will attempt to fill their lairs will mud for camouflage and may construct artificial waterfalls to create mud and detonate their sodium breath.

Brown dragons obsess with perfecting their horde and their lair attempting to create an ideal environment. Brown dragons often become hyper fixated on competing collections and matching sets, they surround themselves with beautiful things, impressive monuments and rare items. 

Throughout the lair complex, servants erect monuments and make intricate carvings to the appease the dragon, many servants will also search for rare antiquities and relics to add to the dragon's horde, usually completing a set.

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:

  • Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
  • Lightning strikes a point within 120ft of the dragon. a creature on that point must make a DC 18 DEX save taking 24 (6d8) lightning damage on a fail or half as much on a success.
  • A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  • Toxic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.

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:

  • All forms of weather in 1 mile are unnaturally intense. 
  • Water sources within 1 mile of the lair are supernaturally warm and salty.
  • Shadows grow thick and dark within 1 mile.
  • Mud pools into deep sinking reservoirs within 1 mile.

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

Habitat: Any

crapauddefromage

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