Cave crawler. The dragon can move across and climb rocky or earth surfaces without needing to make an ability check. Additionally, difficult terrain composed of rock and earth doesn't cost it extra movement.
Standing Leap. The dragon's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
Cat's grace. The dragon can leap down from a height of up to 100ft without taking fall damage.
False Appearance. While the dragon remains motionless it is indistinguishable from a normal cave formation, such as a a collection of sharp rocks or slate.
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Deadly Leap (Recharge 5–6). If the dragon jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 22 Dexterity saving throw (target's choice) or be knocked prone and take 38 (11d6) bludgeoning damage plus 38 (11d6) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed out of the dragon's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the dragon's space.
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.
Erupting Earth (Costs 2 Actions). The dragon whips up the earth beneath it. Each creature within 15 feet of the dragon must make a DC 23 Dexterity saving throw. A creature takes 15 (2d6 + 8) bludgeoning damage and is knocked prone on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. The dragon can then move up to half its burrow speed.
Lair and Lair Actions
A Depths Dragon’s Lair
Depths dragons lair in caves and deep subterranean chambers far from the sun. They favour caverns with high uneven ceilings, which are approached by labyrinthine tunnels. They look for, or create, tall pillars of stone which allow them to climb to the ceiling quickly. They are also known to burrow tunnels at different heights in the cavern walls to give them a range of places to nest or hide.
A legendary depths dragon’s innate magic warp the earth and rock in the area around its lair. Caverns tremor and shake with the depths dragon's presence. A depths dragon can often detect intruders by the echos of displaced earth traveling through their tunnels.
A depths dragon rests on high shelves in its lair, the floor around it a treacherous morass of twisted earth and stone, hidden pits, sink holes and pillars of earth it can climb. As foes struggle to move toward it, the dragon leaps on them from above before jumping away to a pillar or climbing to the cavern ceiling.
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:
- Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
- Stalactites 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.
- The dragon creates a wall of earth on a surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. The ground in a 5 ft area around the wall is difficult terrain. Each 10-foot section of the wall has AC 5, 30 hit points, and immunity to fire, acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies.
Regional Effects
The region containing a legendary white dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Small earthquakes are common within 6 miles of the dragon’s lair.
- Bulettes scour the land within 6 miles of the lair.
- Hidden sinkholes form in and around the dragon’s lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6 × 10 feet into the sinkhole.
If the dragon dies, the bulettes disappear immediately, and the earthquakes abate within 1d10 days. Any sinkholes remain where they are.
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