Gargantuan Dragon, Chaotic Neutral
Armor Class 23 (natural armor)
Hit Points 435 (25d20 + 160)
Speed 40 ft., Climb 40 ft., Fly 80 ft., Burrow 40 ft.
STR
29 (+9)
DEX
13 (+1)
CON
27 (+8)
INT
20 (+5)
WIS
19 (+4)
CHA
17 (+3)
Saving Throws DEX +9, CON +16, WIS +12, CHA +11
Skills Deception +11, Perception +17, Stealth +13
Damage Resistances Poison
Damage Immunities Acid
Condition Immunities Restrained
Senses Blindsight 60 ft., Darkvision 120 ft., Tremorsense 60 ft, Passive Perception 27
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.

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: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Horn. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 +8) piercing 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 Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.

Acid Breath. The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one.

Slowing Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 25 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

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.

Horn Attack. The dragon makes a horn 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 prone. The dragon can then fly up to half its flying speed.

 Avatar of Nature (Costs 3 Actions) Restriction of use Half HP or Less). The dragon lets out a deafening roar that can be heard up to 1 mile away. All creatures within 120 ft of the Dragon must make a DC 25 Constitution saving throw dealing 63 (10d10 +8) Thunder damage and are deafened for 1 minuet, taking half damage on a successful save and aren't deafened.

In addition to the thunder damage this roar summons any and all nearby beast that live within 1 mile of the Nature Dragon coming to it's aid to help fend off these attackers appearing at the start of the Nature Dragon's next turn. The first animals to arrive are 1d8 swarms of birds and 1d8 swarms of rats. On the start of Nature Dragon's third round after the roar 1d6 of giant flying animals and 1d6 giant or dire animals appear in defense of the Nature Dragon. On the start of the Nature Dragon's fifth round after the roar 1d4 Challenge rating 4 or higher beasts appear and aid the Nature Dragon. Beasts stop appearing after this round.

Description

These dragons are rarely known by dragon researchers and scholars due to the simple fact that these dragons seclude themselves from societies and lair in place deep in the unexplored and wild places of the world. The farther away from any civilized place, from farming settlement to sprawling city scapes, the better.

Nature Dragons find better company in the wildlife of their home lair or in solitude. Much like the more well known Amber Dragons, Nature Dragons are known to be protectors of nature. They will defend their homes against any form of intrusion, well meaning or otherwise.

Their Physical description, from what researchers have been able to find out, is that the have a very similar appearance to Blue Dragons, being that they are both rather bulky in build and both have a large singular horn on it's snout. that's where the similarities end however. They have what appear to be scutes running down the full length of their body, similar to those found on crocodiles. Their colors are more of a reflection of their environment rather than keeping to one hue of color like the chromatic and metallic dragons. their colors range from a mix of greens and browns to a mix of blue and grays, depending on where they've decided to lair in. The strangest physical characteristic is that they either crate or produce a growing medium and cover themselves with it and allow plants to grow all over them. For what reason they do this, we can only guess.

Beloved by Nature: Nature dragons love being surrounded by Nature, and the enjoy the company of all wildlife that dwell in and around it's lair. These Dragon's have various plants that they will let grow on their bodies acting as both camouflage and due to the fact that these Dragons enjoy cultivating these plants. the plants that grow on these Dragons ranges from flowers, grasses, vines, and even small shrubs and trees crating home for the smaller creatures that dwell in the Nature Dragon's territory.

Hoarders for Nature: From what few accounts exist on Nature Dragons we know that they have a great distaste for anything manufactured in it's hoard, but those same accounts relay that Nature Dragons prefer thing of nature. They may take any uncut gem stones for it's personal hoard, but what they really desire has been seeds and seedling. The seedlings and seed from more common plants may be planted trough out it's lair and territory, and those seeds and seedlings of rare or singular nature may get stored away somewhere, or get planted directly into whatever growing medium that Nature Dragons possess on their bodies to be grown there.

Lair and Lair Actions

A Nature Dragon’s Lair

Nature dragons dwell in various natural areas far from any form of civilized development. These Dragon's prefer to live with other animals smaller than themselves, and let creatures sized small or smaller nest in the plants that naturally grow on and around these Dragons. From Caves hidden by hills, hard to reach mountain vistas, and deep withing the thickly growing trees of Forest and Jungles, Nature Dragon's will happily make lairs in any such area.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the dragon uses this lair action again or until the dragon dies.
  • The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20.

Regional Effects

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

  • Magic carvings of the dragon’s regal figure can be seen worked into stone terrain and objects within 6 miles of the dragon’s lair.
  • Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 1 mile of the dragon’s lair. These creatures speak well of the dragon, but can’t divulge its whereabouts.
  • Intelligent creatures within 1 mile of the dragon’s lair are prone to fits of vacant reverence. Intelligent creatures can't seem to help themselves but to stop and admire their surroundings.

If the dragon dies, the magic carvings fade over the course of 1d10 days. The other effects end immediately.

Previous Versions

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