Medium Dragon (Elemental), Neutral
AC 17 Natural    Initiative +3 (13)
HP 65 (65d10)
Speed
Mod Save
STR 18 +4 +4
DEX 17 +3 +5
CON 20 +5 +7
Mod Save
INT 10 +0 +0
WIS 18 +4 +4
CHA 20 +5 +7
Senses Passive Perception 16
Languages Common Draconic
CR 2 (XP 450; PB +2)
Traits

 

  • Adhesive Hide: Any creature that hits the dragon with a melee attack while within 5 feet must succeed on a DC 13 Strength saving throw or their weapon becomes stuck to the dragon's resinous scales. A creature can use an action to pull the weapon free.

  • Forest Camouflage: The dragon has advantage on Dexterity (Stealth) checks made to hide in forest terrain or rocky outcrops.

Resonant Shell: While the Amber Dragon is within 10 feet of the Cleric, the Cleric gains a +1 bonus to AC as the dragon’s presence hardens the air around them with protective energy.

 

Actions

 

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 ($1d10 + 3$) piercing damage plus 3 ($1d6$) radiant damage.

Amber Breath (Recharge 5–6): The dragon exhales a spray of pressurized, sticky resin in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw.

  • On a failure: The creature takes 14 ($4d6$) radiant damage and is Restrained as the resin hardens.

  • On a success: Half damage and is not restrained.

  • A restrained creature can use its action to make a DC 13 Strength check, breaking the amber on a success.

Piercing Shriek (1/Day)

Instead of a playful roar, the dragon lets out a sharp, rhythmic screech used by ancient drakes to signal a charge. All allies within 30 feet who can hear the dragon gain Advantage on their next attack roll, provided the dragon is within 5 feet of the target.

Bonus Actions

Tactical Positioning

The dragon can take the Disengage or Help action as a bonus action. It understands that the battlefield is won through positioning, not just teeth.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The creature does not look like a typical "fleshy" dragon; it looks like a living piece of high-end, lethal sculpture.

The Body and "Armor" Its primary hide is composed of thick, overlapping plates of translucent amber. In the sunlight, these plates glow with a deep honey-gold warmth, revealing fossilized prehistoric needles and tiny insects trapped within the scales. Beneath the amber, its joints are protected by a dark, fibrous material that resembles petrified ironwood, giving the creature the structural integrity of an ancient oak.

The Soldier's Build Unlike the lithe, serpentine form of a Gold or Brass dragon, the Amber Dragon is built like a compact tank. It has a broad chest, powerful, short-clawed forelimbs, and a heavy, club-like tail. Its posture is unnaturally rigid; it doesn't sprawl or lounge—it stands in a perpetual "low-ready" stance, its weight balanced perfectly for a sudden spring.

The Head and Features Its head is angular and sharp, resembling a hand-carved spearhead. It lacks the long, flowing whiskers or soft fins of other dragons. Instead, it has serrated crests that look like jagged shards of flint. Its eyes are the most striking feature: they are solid, pupil-less orbs of molten gold that don't blink, instead "scanning" its environment with mechanical precision.

  • The Wings: When folded, they tuck so tightly against its ribs that they look like a solid carapace. When they unfurl, they are translucent and veined like a leaf, but they snap open with the metallic clack of a folding shield.

  • The Scent: It doesn't smell of ozone or sulfur; it carries the heavy, resinous scent of a primeval pine forest mixed with the sharp, acidic tang of fresh sap.

  • The Sound: When it moves, there is no sound of scales rubbing together. Instead, you hear the muffled thud of heavy wood and the occasional crystalline tink of its armor plates clicking into place.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Forest

Ogre_King

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