Page 60 - Monster Manual Expanded III Dragonix
P. 60
A Brown Dragon's Lair cloud spreads around corners. Each creature in the cloud must
succeed on a DC 15 Constitution saving throw or be blinded for
Brown dragons keep their lairs underneath desolate deserts and
1 minute. A creature can repeat the saving throw at the end of
coastal beaches, using their lightning-quick burrowing claws and
each of its turns, ending the effect on itself on a success.
acidic breath to form a vast, maze-like network of caverns.
• Noxious chlorine gases form a cloud in a 20-foot-radius sphere
Stagnant pools of acid and noxious gases plague the brown
centered on a point the dragon can see within 120 feet of it. The
dragon’s lair, discouraging all but the hardiest of trespassers.
sphere spreads around corners, and its area is lightly obscured.
Oozes, ooze paraelementals, as well as swarms of scarabs,
It lasts until initiative count 20 on the next round. Each creature
scorpions, and similar vermin, infest its numerous tunnels.
that starts its turn in the cloud must succeed on a DC 15 Consti-
Like blue dragons, the brown dragons will cause cave-ins if their
tution saving throw or be poisoned until the end of its turn.
lairs are invaded by dangerous foes, only to return when confident
their enemies are all dead from suffocation and injury from being
Regional Effects
trapped underneath tons of sand.
The region containing a legendary brown dragon’s lair is warped
by the dragon’s magic, which creates one or more of the following
Lair Actions effects:
On initiative count 20 (losing initiative ties), the dragon takes a lair
• Sandstorms rage within 6 miles of the lair.
action to cause one of the following effects; the dragon can’t use
• Ooze paraelementals scour the land within 6 miles of the lair.
the same effect two rounds in a row:
• Hidden sinkholes form in and around the dragon’s lair. A sink-
• Part of the ceiling collapses above one creature that the dragon hole can be spotted from a safe distance with a successful DC
can see within 120 feet of it. The creature must succeed on a 20 Wisdom (Perception) check. Otherwise, the first creature to
DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning step on the thin crust covering the sinkhole must succeed on
damage and be knocked prone and buried. The buried target a DC 15 Dexterity saving throw or fall 1d6 × 10 feet into the
is restrained and unable to breathe or stand up. A creature can sinkhole.
take an action to make a DC 10 Strength check, ending the
buried state on a success. If the dragon dies, the ooze paraelementals disappear immedi-
• A cloud of sand swirls about in a 20-foot-radius sphere cen- ately, and the sandstorms abate within 1d10 days. Any sinkholes
tered on a point the dragon can see within 120 feet of it. The remain where they are.
Brown Dragon Wyrmling Juvenile Brown Dragon
Medium dragon, neutral evil Large dragon, neutral evil
Armor Class 16 (natural armor) Armor Class 16 (natural armor)
Hit Points 39 (6d8 + 12) Hit Points 85 (10d10 + 30)
Speed 30 ft., burrow 20 ft., swim 20 ft. Speed 40 ft., burrow 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 14 (+2) 10 (+0) 11 (+0) 13 (+1) 17 (+3) 12 (+1) 17 (+3) 11 (+0) 11 (+0) 14 (+2)
Saving Throws Dex +3, Con +4, Wis +2, Cha +3 Saving Throws Dex +4, Con +6, Wis +3, Cha +5
Skills Perception +4, Stealth +3 Skills Perception +6, Stealth +4
Damage Immunities acid Damage Immunities acid
Senses blindsight 10 ft., darkvision 60 ft., tremorsense 60 ft., Senses blindsight 10 ft., darkvision 60 ft., tremorsense 60 ft.,
passive Perception 14 passive Perception 16
Languages Draconic Languages Draconic
Challenge 2 (450 XP) Proficiency Bonus +2 Challenge 5 (1,800 XP) Proficiency Bonus +3
Hold Breath. The dragon can hold its breath for 15 minutes or until Hold Breath. The dragon can hold its breath for 15 minutes or until
it uses its Acid Breath. it uses its Acid Breath.
Sand Camouflage. The dragon has advantage on Dexterity (Stealth) Sand Camouflage. The dragon has advantage on Dexterity (Stealth)
checks made to hide in sandy terrain. checks made to hide in sandy terrain.
Actions Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 Multiattack. The dragon makes one Bite attack and two Claw
(1d10 + 2) piercing damage plus 3 (1d6) acid damage. attacks.
Acid Breath (Recharge 5–6). The dragon exhales corrosive sand Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
in a 15- foot line that is 5 feet wide. Each creature in that line must Hit: 12 (2d8 + 3) piercing damage plus 4 (1d8) acid damage.
make a DC 12 Dexterity saving throw. On a failed save, a creature
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
takes 18 (4d8) acid damage and is blinded until the end of its next
Hit: 8 (2d4 + 3) slashing damage.
turn. On a successful save, a creature takes half as much damage
and isn't blinded. Acid Breath (Recharge 5-6). The dragon exhales corrosive sand in a
30-foot line that is 5 feet wide. Each creature in that area must make
a DC 14 Dexterity saving throw. On a failed save, a creature takes
27 (6d8) acid damage and is blinded until the end of its next turn.
On a successful save, a creature takes half as much damage and isn't
blinded.

