Huge Dragon, Chaotic Neutral
Armor Class 18 (natural armor)
Hit Points 195 (17d12 + 85)
Speed 40 ft., fly 80 ft., burrow 30 ft., climb 40 ft.
STR
26 (+8)
DEX
14 (+2)
CON
21 (+5)
INT
12 (+1)
WIS
15 (+2)
CHA
8 (-1)
Saving Throws STR +13, DEX +7, CON +10
Damage Resistances Force, Bludgeoning from non magical attacks
Condition Immunities Petrified
Senses Darkvision 120 ft., Passive Perception 21
Languages Draconic
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Actions

Multiattack. The dragon can use its Frightful Presence. It then makes four attacks: one with its bite, one with its tail, and two with its claws. Every three turns the dragon can also choose to take the earthquake stomp action. 

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) 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.

Earthquake Stomp. The dragon stomps on the ground creating a 60-­foot crack in the earth that is 5 feet wide. Each creature within 5 feet of that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) 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.

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.

Rock Shattering Roar (Costs 2 Actions). The dragon roars loudly. Any creature within a 30-foot radius of the beast must succeed a DC 15 Wisdom saving throw or gain the condition deafened for 2 actions and succeed a DC 15 Constitution saving throw or be knocked prone. If there is a stone roof above the players' heads they must make a DC 15 Dexterity saving throw taking 20 (3d10+5) bludgeoning damage on a failed save and half as much on a successful one.

Lair and Lair Actions

Earth dragons lair in high mountains or far underground, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with only one entrance are preferred by earth dragons because it is harder for their victims to escape. The dragons usually also hide in cracks in the rocks waiting for some unlucky adventurer to wander upon their cave.

The dragon usually stays in its cave but also can be seen wandering around the cavern complex.

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:

  • Rocks fall from the roof of the cave all creatures other than the dragon must make a DC 15 Dexterity saving throw taking 10 (1d10+5) damage on a failed save and half as much on a Succesful one.
  • 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.
  • The dragon immediately jumps to the top of the initiative order.

Regional Effects

The region containing a legendary earth 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.
  • Small rockslides are common within 3 miles of the dragon’s lair.
  • Small sinkholes are common within 2 miles of the dragon’s lair.

If the dragon dies, these effects fade over the course of 1d10 days.

 

Previous Versions

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Habitat: Mountain

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