Huge Dragon, Neutral Evil
Armor Class 19 (natural armor)
Hit Points 275 (20d12 + 140)
Speed 40 ft., Climb 20 ft., Fly 80 ft., Swim 20 ft.
STR
25 (+7)
DEX
11 (+0)
CON
23 (+6)
INT
17 (+3)
WIS
12 (+1)
CHA
19 (+4)
Saving Throws DEX +5, CON +11, WIS +6, CHA +9
Skills Deception +7, Perception +5, Performance +8, Persuasion +7
Damage Vulnerabilities Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic
Challenge 16 (15,000 XP)
Proficiency Bonus +5
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: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 3 (1d6) fire damage and 3 (1d6) poison damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) 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 17 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.

Sulfur Breath (Recharge 5–6). The dragon exhales molten, flaming sulfur in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 30 (8d6) fire damage and 30 (8d6) poison 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 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

Yellow dragons are most often the result of interbreeding between red and green dragons, sharing traits of both of their parents. Yellow dragons carry embers of the great rage which burns deep within their red parent and also inherit the tactical cunning and treachery of their green. The mixing of the two has not created the ultimate hybrid, however; yellow dragons are haughty and fully convinced of their own brilliance, their anger preventing them from seeing obvious holes in their plans. They lash out when things do not go their way, swearing oaths of vengeance against any who sleight them. Yellow dragons constantly reek of the noxious sulfur that they perpetually exude, even when disguised it is impossible to completely mask the smell. A side effect of this is that the yellow dragon fails to maintain its red parent's immunity to fire; being coated in flammable sulfur at all times means they are actually weak to fire, as high temperatures will ignite their bodies. Their throats are coated with a fire resistant saliva to prevent using their own breath attack from igniting them normally, but if they are too careless in one of their fits of rage they may inadvertently strike themselves and ignite themselves.  They bear dull yellow to yellow-brown scales and have several small horns and fins lining the sides of their heads.

Lair and Lair Actions

A Yellow Dragon’s Lair

The ideal home for a yellow dragon is a place where sulfur vents can be easily produced, ideally in mountains, hills, and deserts near volcanic or geothermal activity. Yellow dragons draw sulfur from or, in the absence of any naturally occurring sulfur, seed it into the Earth to create a cloudy and noxious environment that is suitable only to them. However, they always take care not to dwell too close to the deep molten regions which produce their precious sulfur, as too much heat can inadvertently ignite the sulfur that fills their homes and coats their bodies.

Similar to the gold dragons that they partially resemble, yellow dragons hoard gold and treasures many and varied within their homes, their avarice on full display. Due to their rarity they believe themselves to be the superior breed of chromatic dragon and the true counterparts to gold dragons, which is made evident by their dwellings. They (or their subjugated minions) build massively ornate castles and temples bearing their own images, proclaiming their perceived superiority to all. They spend their times inside their superstructures, relishing their treasures and plotting their schemes for dominance.

 

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:

  • Sulfuric gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
  • A tremor shakes the chamber the dragon is in as the dragon exerts its will on the environment to shape the space into a more suitable arena. 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.
  • The dragon enchants its treasure hoard, creating up to 4 Animated Armors that will fight by its side. These minions are not immune to the attacks of the dragon and the dragon is not opposed to injuring them.

 

 

Regional Effects

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

  • The sky is cloudy and stained red from volcanic gas within 2 miles of the dragon’s lair.
  • Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
  • Minions of the yellow dragon including constructs patrol the land within 1 mile of the dragon's lair.

If the dragon dies, these effects fade over the course of 1d10 days. Upon the dragon's death, any constructs serving it will cease functioning immediately.

Habitat: DesertHillMountain

SmashMaster007

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