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.
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