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An in-depth analysis of the yellow dragon, a lesser-known chromatic dragon species. It covers the dragon's physical appearance, behavior, and unique abilities, including their lair actions and regional effects. The document also includes detailed statistics for different stages of the dragon's life, from wyrmling to adult.
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A Yellow Dragons Lair.
Gargantuan dragon, neutral evil Armor Class - 23 (natural armor) Hit Points - 462 (25d20 + 200) Speed - 60 ft., burrow 60 ft., fly 120 ft., swim 60 ft. STR 22 (+6) DEX 22 (+6) CON 26 (+8) INT 20 (+5) WIS 18 (+4) CHA 20 (+5) Saves DEX +13, CON +15, WIS +11, CHA + Skills Perception +12, Stealth + Damage Immunities fire, lightning Senses blindsight 60 ft., darkvision 120 ft., tremorsense 60 ft., passive Perception 22 Languages Draconic (unique dialect) Challenge 22 (41,000 XP) Proficiency Bonus +
Amphibious. The dragon can breathe air and water. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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: +12 to hit, reach 15 ft., one creature. Hit: 22 (3d10 + 6) piercing damage. Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one creature. Hit: 19 (3d8 + 6) slashing damage. Tail.
Melee Weapon Attack: +12 to hit, reach 20 ft., one creature. Hit: 17 (2d10 + 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 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. Salt Breath (Recharge 5-6). The dragon exhales fine salt crystals in a 120-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature who fails their save is also blinded for 1 minute, has disadvantage on attack rolls and ability checks, and is unable to breathe as the salt hardens over any orifice on the creature’s body. A creature who fails their save by more than 5 is unable to take a breath as they become covered in salt and immediately starts suffocating. If a creature uses an action to pour at least 1 gallon of salt-free water over the victim, the victim is no longer affected by the dragon’s salt breath at the start of their next turn. 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. 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.
Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one creature. Hit: 16 (2d10 + 5) 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 17 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. Salt Breath (Recharge 5-6). The dragon exhales fine salt crystals in a 80-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 16 (3d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature who fails their save is also blinded for 1 minute, has disadvantage on attack rolls and ability checks, and is unable to breathe as the salt hardens over any orifice on the creature’s body. A creature who fails their save by more than 5 is unable to take a breath as they become covered in salt and immediately starts suffocating. If a creature uses an action to pour at least 1 gallon of salt-free water over the victim, the victim is no longer affected by the dragon’s salt breath at the start of their next turn. 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. 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 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 - 50 ft., burrow 40 ft., fly 100 ft., swim 40 ft. STR 15 (+2) DEX 18 (+4) CON 18 (+4) INT 16 (+3) WIS 13 (+1) CHA 16 (+3) Saves DEX +7, CON +7, WIS +4, CHA + Skills Perception +4, Stealth + Damage Immunities fire, lightning Senses blindsight 60 ft., darkvision 120 ft., tremorsense 60 ft., passive Perception 14 Languages Draconic (unique dialect) Challenge 8 (3,900 XP) Proficiency Bonus +
Amphibious. The dragon can breathe air and water.
Multiattack. The dragon makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 20 (3d10 + 4) piercing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 17 (3d8 + 4) slashing damage. Salt Breath (Recharge 5-6).
Salt Breath (Recharge 5-6). The dragon exhales fine salt crystals in a 25-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 5 (1d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature who fails their save is also blinded for 1 minute, has disadvantage on attack rolls and ability checks, and is unable to breathe as the salt hardens over any orifice on the creature’s body. A creature who fails their save by more than 5 is unable to take a breath as they become covered in salt and immediately starts suffocating. If a creature uses an action to pour at least 1 gallon of salt-free water over the victim, the victim is no longer affected by the dragon’s salt breath at the start of their next turn.