Large Dragon, Any Good Alignment
Armor Class 19 (natural armor)
Hit Points 207 (18d12 + 90)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
23 (+6)
DEX
12 (+1)
CON
21 (+5)
INT
18 (+4)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws DEX +5, CON +9, WIS +6, CHA +7
Skills Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Common This language is common for the dragon to hear so it knows very little and is not the best with grammar., Draconic
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Amphibious. The dragon can breathe air and water.

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

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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 3) piercing damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d6 + 3) 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 16 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.

Wheat Breath (Recharge 5–6). The dragon exhales a LOT of wheat in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 12 wheat damage on a failed save, or half as much damage on a successful one.

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 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

The most unique and singularly dangerous dragon. Wheat Dragons have a reputation for GROWING when given wheat or being surrounded by it. This leaves their sizes from Medium creatures all the way to Gigantic creatures. They are extremely territorial and will growl at incoming creatures.

Lair and Lair Actions

Lair and Lair Actions

The wheat-loving dragons sometimes compete for territory with common farmers, hiding in their wheat farms. However, a farm controlled by a dragon is easy to spot. The dragon gets territorial and casts a dome of protection over it's wheat. The sunlight seems harsher in some areas and light in others to regulate the kind of wheat and grain the dragon tends to.

At the center of its farm, a wheat dragon chooses  an old farm house or somewhere dark and full of wheat seeds. They often hide their den's entrance with quite a bit of wheat.

Lair Actions

Field Mice and birds will scamper place to place attacking anyone who dare take wheat from the dragon. The rats do 1d4 damage with their bites and the birds peck with 1d4. Other than that and the protective nature of wheat dragons, the tiny wheat babies can do very little harm. 

Regional Effects

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

  • Harsh Sunlight which adds 1d4 to fire damage.
  • No sun which reduces fire attacks by 1d4
  • If the dragon dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within 1d10 days, they become mundane plants and normal difficult terrain, losing their thorns.

Habitat: Forest

LizzyIGuess

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