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An in-depth analysis of the orange dragon, a powerful and cunning draconic creature. It details the orange dragon's physical attributes, preferred climate, diet, and unique breath weapon. The document also outlines the dragon's lair actions, as well as the abilities of adult, young, and wyrmling orange dragons. This information is valuable for fantasy role-playing games, particularly those involving dragons and their interactions with other creatures.
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An Orange Dragons Lair.
Lair Actions
Regional Effects
Damage Resistances poison Condition Immunities poisoned Senses blindsight 60 ft., darkvision 120 ft., passive Perception 16 Languages Draconic Challenge 22 (41,000 XP) Proficiency Bonus + Traits 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: +16 to hit, reach 15 ft., one creature. Hit: 25 (3d10 + 9) piercing damage. Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one creature. Hit: 22 (3d8 + 9) slashing damage. Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one creature. Hit: 20 (2d10 + 9) 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 20 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. Sodium Breath (Recharge 5-6). The dragon exhales pure liquid sodium in a 60-foot line that is 5 feet wide. Each unoccupied space in the line that contains any amount of exposed water causes an explosion which deals 38 (7d10) fire damage to all creatures and objects within 15 feet, or half as much on a successful DC 22 Dexterity saving throw. Each creature in that line must succeed on a DC 22 Dexterity saving throw or be coated in foul smelling sodium slime. At the start of the dragon’s next turn the sodium ignites and all creatures covered in sodium take 82 (15d10) fire damage. If a creature covered in sodium comes into contact with water before the sodium ignites, the sodium coating the creature explodes causing all creatures and objects within 15 feet of the victim to take 82 (15d10) fire
damage, or half as much on a DC 22 Dexterity saving throw. The primary victim automatically fails this save. A creature can use an action to douse themselves or an adjacent ally in oil to prevent the sodium slime from exploding for 1d4 hours, however, this will not prevent detonation due to exposure to water or future sodium breath attacks from exploding.
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. Slither. The dragon makes a Dexterity (Stealth) check and attempts to hide. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must on a DC 24 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.
Huge dragon, neutral evil Armor Class - 20 (natural armor) Hit Points - 212.5 (17d12 + 102) Speed - 40 ft., fly 90 ft., swim 40 ft. STR 24 (+7) DEX 16 (+3) CON 22 (+6) INT 14 (+2) WIS 13 (+1) CHA 17 (+3) Saves DEX +8, CON +11, WIS +6, CHA + Skills Perception +6, Stealth + Damage Immunities fire
damage, or half as much on a DC 18 Dexterity saving throw. The primary victim automatically fails this save. A creature can use an action to douse themselves or an adjacent ally in oil to prevent the sodium slime from exploding for 1d4 hours, however, this will not prevent detonation due to exposure to water or future sodium breath attacks from exploding.
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 15 feet of the dragon must on a DC 20 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Large dragon, neutral evil Armor Class - 19 (natural armor) Hit Points - 142 (15d10 + 60) Speed - 40 ft., fly 90 ft., swim 40 ft. STR 20 (+5) DEX 16 (+3) CON 18 (+4) INT 12 (+1) WIS 12 (+1) CHA 15 (+2) Saves DEX +6, CON +7, WIS +4, CHA + Skills Perception +4, Stealth + Damage Immunities fire
Damage Resistances poison Condition Immunities poisoned Senses blindsight 60 ft., darkvision 120 ft., passive Perception 14 Languages Draconic Challenge 8 (3,900 XP) Proficiency Bonus +
Multiattack. The dragon makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 21 (3d10 + 5) piercing damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 5) slashing damage. Sodium Breath (Recharge 5-6). The dragon exhales pure liquid sodium in a 30-foot line that is 5 feet wide. Each unoccupied space in the line that contains any amount of exposed water causes an explosion which deals 27 (5d10) fire damage to all creatures and objects within 15 feet, or half as much on a successful DC 14 Dexterity saving throw. Each creature in that line must succeed on a DC 14 Dexterity saving throw or be coated in foul smelling sodium slime. At the start of the dragon’s next turn the sodium ignites and all creatures covered in sodium take 60 (11d10) fire damage. If a creature covered in sodium comes into contact with water before the sodium ignites, the sodium coating the creature explodes causing all creatures and objects within 15 feet of the victim to take 60 (11d10) fire damage, or half as much on a DC 14 Dexterity saving throw. The primary victim automatically fails this save. A creature can use an action to douse themselves or an adjacent ally in oil to prevent the sodium slime from exploding for 1d4 hours, however, this will not prevent detonation due to exposure to water or future sodium breath attacks from exploding.
Medium dragon, neutral evil Armor Class - 18 (natural armor) Hit Points - 52 (8d8 + 16) Speed - 30 ft., fly 70 ft., swim 30 ft.