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Yellow Dragons: Characteristics, Lair Actions, and Regional Effects, Dispense di Programmazione per videogiochi

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.

Tipologia: Dispense

2023/2024

Caricato il 29/02/2024

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YELLOW DRAGONS
Selfish and cunning, yellow dragons hold dominion over seaside cliffs, salt flats,
and coastal marshes. They are secretive and elusive in the extreme, opting to take a
clever and subtle approach to problem solving rather than relying solely on
draconic might. A yellow dragon is easily recognized by its elongated narrow jaws,
oversized claws, and its slender body. Yellow dragons vary in color from brilliant
hues of sunny yellow to flaxen shades of wheat. Their scales are much smaller than
that of a typical dragon and are constantly being replaced, giving their skin a
texture more akin to a snake than a lizard. This smooth scale pattern also allows
them to more easily navigate through water and dirt.
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YELLOW DRAGONS

Selfish and cunning, yellow dragons hold dominion over seaside cliffs, salt flats,

and coastal marshes. They are secretive and elusive in the extreme, opting to take a

clever and subtle approach to problem solving rather than relying solely on

draconic might. A yellow dragon is easily recognized by its elongated narrow jaws,

oversized claws, and its slender body. Yellow dragons vary in color from brilliant

hues of sunny yellow to flaxen shades of wheat. Their scales are much smaller than

that of a typical dragon and are constantly being replaced, giving their skin a

texture more akin to a snake than a lizard. This smooth scale pattern also allows

them to more easily navigate through water and dirt.

The Missing Dragons. Ancient lore holds true that all the chromatic

dragons were born from Tiamat, the queen of dragons. The more common varieties

of chromatic dragon (white, black, red, green, and blue) were all made in the image

of their mother, who has a draconic head of each color. However, there are other

varieties of chromatic dragon that have a more mysterious origin. Purple, orange,

and yellow dragons did not originate from Tiamat, but they certainly do exist. This

quandary has divided scholars for ages, but there are two prevalent theories about

their origin. Some think Tiamat may have experimented with her children before

unleashing them upon the world, trying to create even stronger breeds.

Secondary-color crossbreeds could have bred true with each other, starting new

branches of the dragon family tree. Sages also speculate as to the possibility of

another chromatic dragon deity, Tiamat’s sister perhaps, arrayed with heads of

yellow, orange, purple, and other crossbred colors. Tiamat may have destroyed her

sibling eons ago, but not before the creation of dragons in the image of their deceased

progenitor.

Selfish. Yellow dragons are incredibly selfish, even by the standards of other

chromatic dragons. Many scholars believe the primary reason they have become so

obscure is due to the fact that during the war waged by dragons against the giants,

the yellow dragons offered no help. In fact, yellow dragons were said to remove

themselves from the conflict entirely, not willing to risk their lives for the benefit of

their kind. This led to them being reviled by other dragons and ultimately to the

destruction of many yellow dragon lands. To this day, the yellow dragons keep to

themselves, knowing that should they ever make their presence known they will be

surrounded by enemies.

Cunning Trappers. Unlike most other dragons, even in their oldest stages

of life, the yellow dragon prefers to use ambush tactics and traps when engaging in

battle. They are not as physically powerful as some of their other draconic cousins,

but yellow dragons are extremely fast and capable of traveling through water, sand,

and rock with relative ease. They use this unique mobility to their utmost advantage

and will only ever take a fight they know will end in victory. A favorite trap of theirs is

to dig a cone-shaped pit with steep sides, then bury themselves at the bottom. When

prey inevitably stumbles into such a trap, the yellow dragon then moves its wings,

causing the pit to collapse.

Isolationist. Due to the fact that yellow dragons are hated by most for being

dragons, and hated by other dragons for their actions throughout history, they have

become quite isolated. They speak a strange dialect of Draconic unique to yellow

dragons and will typically not learn any other languages since they have no desire to

communicate with anyone outside of their own kind. This adds another layer of

complexity to encountering a yellow dragon. If an individual approaches without an

understanding of their language, even if they use magic such as the tongues spell to

communicate, the yellow dragon is unlikely to trust or respect them.

A Yellow Dragons Lair.

Ancient Yellow Dragon

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 +

Traits

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.

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: +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.

Young Yellow Dragon

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 +

Traits

Amphibious. The dragon can breathe air and water.

Actions

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.