Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Reflective Carapace (1/Day). Any time the dragon is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the dragon is unaffected. On a 6, the dragon is unaffected, and the effect is reflected back at the caster as though it originated from the dragon, turning the caster into the target. It can activate this once a day, for 10 minutes.
Limited Magic Immunity (1/Day). The dragon can't be affected or detected by spells of 4th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. It can activate this once a day, for 10 minutes.
Siege Monster. The dragon deals double damage to objects and structures.
Mimicry. The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 24 Wisdom (Insight) check.
Thorned Hide. Any creature that attacks the dragon with a melee attack receives 6 (2d6) piercing damage.
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: +18 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 10) piercing damage plus 20 (4d10) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the spell greater restoration is cast on the target within 20 seconds, if the spell is cast later there is no effect. Over the course of one week the effect will slowly end.The target dies if this effect reduces its hit point maximum to 0. A creature slain in this way dies permanently. The only way to undo this is by casting the spell wish, however this will only reveal the ritual required not restore the soul.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 24 (4d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 24 (4d8 + 10) slashing 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.
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 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked [Tooltip Not Found]. The dragon can then fly up to half its flying speed.
Description
A Fanged Dragon lacks a breath weapon and spell like abilities, but possess a much stronger physical body. They are the embodiment of muscular supremacy, impervious bone density, deadly physical natural weapons, and the ferocity and relentlessness to go along with it.
Their bodies are armored with boney plates that rise into projecting spurs to harm enemies. Their tail's end in a forked-like end that is tipped with a pair of scythe-like bone plates.
Every part of this creatures body is a lethal weapon.
Lair and Lair Actions
A Fanged Dragon's Lair
A fanged dragon typically make their lairs in atop mountains and valleys waiting for any sort of prey to approach.
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:
- Jagged stalactite fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
- 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.
Regional Effects
The region containing a legendary fanged dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Any plants within 6 miles of the dragons lair dies.
- Land slides are much more common 1 mile from the dragon lair.
If the fanged dragon dies these effects end immediately.
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