Page 65 - Monster Manual Expanded III Dragonix
P. 65
A Gray Dragon's Lair • The dragon creates a wall of earth on a solid surface it can see
within 120 feet of it. The wall can be up to 30 feet long, 30 feet
The gray dragon dwells in badlands, brushlands, prairies, and
high, and 1 foot thick. When the wall appears, each creature
tundras that have rocky crags, cliffs, and outcroppings that
within its area is pushed 5 feet out of the wall’s space, appear-
overlook great flatlands where it can spy potential game from
ing on whichever side of the wall it wants. Each 10-foot section
great distances. It makes its lair in sprawling caves and ancient
of the wall has AC 5, 30 hit points, resistant to bludgeoning,
ruins. Its den is full of amassed treasure and decorated with the
piercing, and slashing from nonmagical attacks that aren't ada-
bones and skulls of the most dangerous and largest creatures it
mantine, and immunity to necrotic, poison, and psychic damage.
has slain. The gray dragon hunts and leaves its lair more often
The wall disappears when the dragon uses this lair action again
than other dragons and secures its lair by blocking its entrances
or when the dragon dies.
with huge boulders.
Regional Effects
Lair Actions
The region containing a legendary brown dragon’s lair is warped
On initiative count 20 (losing initiative ties), the dragon takes a lair
by the dragon’s magic, which creates one or more of the following
action to cause one of the following effects; the dragon can’t use
effects:
the same effect two rounds in a row:
• Small earthquakes are common within 6 miles of the dragon’s
• 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 lair.
radius centered on that point. The effect is otherwise identical • Earth elementals scour the land within 6 miles of the lair.
to the spike growth spell and lasts until the dragon uses this lair • Rocky fissures within 1 mile of the dragon’s lair form portals to
action again or until the dragon dies. the Elemental Plane of Earth, allowing creatures of elemental
• A tremor shakes the lair in a 60-foot radius around the dragon. earth into the world to dwell nearby.
Each creature other than the dragon on the ground in that area
If the dragon dies, the earth elementals disappear immediately,
must succeed on a DC 15 Dexterity saving throw or be knocked
and the other effects fade over the course of 1d10 days.
prone.
Gray Dragon Wyrmling Juvenile Gray Dragon
Medium dragon, chaotic evil Large dragon, chaotic evil
Armor Class 17 (natural armor) Armor Class 17 (natural armor)
Hit Points 32 (5d8 + 10) Hit Points 76 (9d10 + 27)
Speed 30 ft., burrow 10 ft., fly 60 ft., swim 20 ft. Speed 40 ft., burrow 20 ft., fly 80 ft., swim 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 15 (+2) 8 (-1) 11 (+0) 11 (+0) 16 (+3) 10 (+0) 17 (+3) 8 (-1) 12 (+1) 11 (+0)
Saving Throws Dex +2, Con +4, Wis +2, Cha +2 Saving Throws Dex +2, Con +5, Wis +3, Cha +2
Skills Perception +4, Stealth +2 Skills Perception +5, Stealth +2
Damage Immunities acid Damage Immunities acid
Condition Immunities petrification Condition Immunities petrification
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 15
Languages Draconic Languages Draconic
Challenge 2 (450 XP) Proficiency Bonus +2 Challenge 4 (1,100 XP) Proficiency Bonus +2
Mimicry. The dragon can mimic animal sounds and humanoid Mimicry. The dragon can mimic animal sounds and humanoid
voices. A creature that hears the sounds can tell they are imitations voices. A creature that hears the sounds can tell they are imitations
with a successful DC 14 Wisdom (Insight) check. with a successful DC 14 Wisdom (Insight) check.
Actions Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 Multiattack. The dragon makes three attacks: one with its Bite or
(2d6 + 2) piercing damage plus 2 (1d4) acid damage. Tail and two with its Claws.
Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10
(2d4 + 2) piercing damage. (2d6 + 3) piercing damage plus 2 (1d4) acid damage.
Acid Breath (Recharge 5–6). The dragon exhales sticky, corrosive Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6
acid in a 15-foot cone. Each creature in that area must make a DC (1d6 + 3) slashing damage.
12 Dexterity saving throw. On failed save, a creature takes 18 (4d8)
Tail. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10
acid damage immediately and 9 (2d8) acid damage at the end of its
(2d6 + 3) piercing damage and if the target is a Medium or smaller
next turn. On a successful save, a creature takes half as much of the creature, it is grappled (escape DC 13). Until this grapple ends, the
initial damage and no damage at the end of its next turn.
dragon can automatically hit the target with its tail, and the dragon
can't attack another target with its tail.
Acid Breath (Recharge 5–6). The dragon exhales sticky, corrosive
acid in a 30-foot cone. Each creature in that area must make a DC
13 Dexterity saving throw. On failed save, a creature takes 22 (5d8)
acid damage immediately and 9 (2d8) acid damage at the end of its
next turn. On a successful save, a creature takes half as much of the
initial damage and no damage at the end of its next turn.

