Earth Dragon

***Earth Dragons can definitely be moody, and territorial to say the least. As long as you don't bother them too much, they're a sight to see.***

***-Umbak, Gudonim Warrior***

## **Earth Dragon Wyrmling**

*Medium Dragon, True Neutral*

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AC: 18 (Natural Armor)

HP: 96 (8d12+40)

Speed: 40 ft., fly 20 ft.

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STR DEX CON INT WIS CHA

22 10 20 12 14 16

+6 +0 +5 +1 +2 +3

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**Saving Throws:** Constitution (+8), Strength (+9), Charisma (+6)

**Damage Immunities:** Thunder

**Damage Resistances:** Slashing, Piercing, Bludgeoning

**Condition Immunities:** Petrified

**Skills:** Athletics (+9), Intimidation (+6)

**Senses:** Darkvision 120 ft., Passive Perception 12

**Languages:** Draconic

**Challenge:** 4

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ACTIONS:

**Multiattack:** The Wyrmling makes two attacks, one with its bite and one with its horns.

**Bite:** +9 (1d10+6 piercing)

**Horns:** +9 (1d12+6 bludgeoning)

**Thunderous Roar (Recharge 5-6):** The Wyrmling roars a wave of sound in a 15 ft. cone. All creatures in that area must make a strength save (DC 14), taking 6d6 thunder damage and 1d4x5 ft. of knockback on a failure and half as much damage and no knockback on a success.

## **Young Earth Dragon**

*Large Dragon, True Neutral*

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AC: 20 (Natural Armor)

HP: 234 (18d12+108)

Speed: 50 ft., fly 25 ft.

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STR DEX CON INT WIS CHA

25 10 22 12 14 18

+7 +0 +6 +1 +2 +4

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**Saving Throws:** Constitution (+12), Strength (+13), Charisma (+10)

**Damage Immunities:** Thunder

**Damage Resistances:** Slashing, Piercing, Bludgeoning

**Condition Immunities:** Petrified

**Skills:** Athletics (+13), Intimidation (+10)

**Senses:** Darkvision 120 ft., Passive Perception 12

**Languages:** Draconic

**Challenge:** 11

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ACTIONS:

**Multiattack:** The dragon makes three attacks, one with its bite, one with its horns, and one with its claws. It may instead use its Quaking Slam.

**Bite:** +13 (2d10+7 piercing)

**Horns:** +13 (2d12+7 bludgeoning)

**Claws:** +13 (2d6+7 slashing)

**Thunderous Roar (Recharge 5-6):** The dragon roars a wave of sound in a 20 ft. cone. All creatures in that area must make a strength save (DC 18), taking 8d8 thunder damage and 1d6x5 ft. of knockback on a failure and half as much damage and no knockback on a success.

**Quaking Slam:** The dragon slams its feet into the ground, sending out a shockwave in the ground accompanied by a wave of rubble. All creatures within 20 ft. of the dragon must make a dexterity save (DC 18), taking 8d8 bludgeoning damage and falling prone on a failure, and taking half as much damage and keeping their footing on a success.

## **Adult Earth Dragon**

*Huge Dragon, True Neutral*

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AC: 22 (Natural Armor)

HP: 380 (20d20+160)

Speed: 60 ft., fly 30 ft.

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STR DEX CON INT WIS CHA

28 10 26 12 14 20

+9 +0 +8 +1 +2 +5

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**Saving Throws:** Constitution (+14), Strength (+15), Charisma (+11)

**Damage Immunities:** Thunder

**Damage Resistances:** Slashing, Piercing, Bludgeoning

**Condition Immunities:** Petrified

**Skills:** Athletics (+15), Intimidation (+11)

**Senses:** Darkvision 120 ft., Passive Perception 12

**Languages:** Draconic

**Challenge:** 18

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ACTIONS:

**Multiattack:** The dragon uses its Frightful Presence. It then may make three attacks, one with its bite, one with its horns, and one with its claws, or use its Quaking Slam.

**Bite:** +15 (2d12+9 piercing)

**Horns:** +15 (4d12+9 bludgeoning)

**Claws:** +15 (2d8+9 slashing)

**Tail:** +15 (4d12+9 bludgeoning)

**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 19 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.

**Thunderous Roar (Recharge 5-6):** The dragon roars a wave of sound in a 25 ft. cone. All creatures in that area must make a strength save (DC 19), taking 10d10 thunder damage and 2d4x5 ft. of knockback on a failure and half as much damage and no knockback on a success.

**Quaking Slam:** The dragon slams its feet into the ground, sending out a shockwave in the ground accompanied by a wave of rubble. All creatures within 20 ft. of the dragon must make a dexterity save (DC 19), taking 10d10 bludgeoning damage and falling prone on a failure, and taking half as much damage and keeping their footing on a success.

**Legendary Resistance (3/day):** If the dragon fails a saving throw, it can choose to succeed instead.

**Legendary Actions:** The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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.
* **Quaking Slam (Costs 2 Actions).** The dragon uses its Quaking Slam.

**Change Shape:** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

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SPELLCASTING

While in a humanoid form, the Adult Earth Dragon is a 15th level caster. (DC 19, Spell Attack Bonus +11)

Cantrips: Mold Earth, Magic Stone, Resistance, Thunderclap

1st level slots (4): Catapult, Earth Tremor, Shield, Thunderous Smite

2nd level slots (3): Dust Devil, Shatter

3rd level slots (3): Erupting Earth, Meld Into Stone, Wall of Sand

4th level slots (3): Stone Shape, Stoneskin

5th level slots (2): Transmute Rock, Wall of Stone

6th level slots (1): Bones of the Earth, Flesh to Stone, Investiture of Stone

7th level slots (1): Reverse Gravity

8th level slots (1): Earthquake

## **Ancient Earth Dragon**

*Gargantuan Dragon, True Neutral*

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AC: 24 (Natural Armor)

HP: 560 (28d20+252)

Speed: 60 ft., fly 30 ft.

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STR DEX CON INT WIS CHA

30 10 28 12 16 24

+10 +0 +9 +1 +3 +7

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**Saving Throws:** Constitution (+17), Strength (+18), Charisma (+15)

**Damage Immunities:** Thunder

**Damage Resistances:** Slashing, Piercing, Bludgeoning

**Condition Immunities:** Petrified

**Skills:** Athletics (+18), Intimidation (+15)

**Senses:** Darkvision 120 ft., Passive Perception 13

**Languages:** Draconic

**Challenge:** 23

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ACTIONS:

**Multiattack:** The dragon uses its Frightful Presence. It then may make three attacks, one with its bite, one with its horns, and one with its claws, or use its Quaking Slam.

**Bite:** +18 (3d10+10 piercing)

**Horns:** +18 (6d12+10 bludgeoning)

**Claws:** +15 (4d8+10 slashing)

**Tail:** +15 (6d12+10 bludgeoning)

**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 23 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.

**Thunderous Roar (Recharge 5-6):** The dragon roars a wave of sound in a 30 ft. cone. All creatures in that area must make a strength save (DC 23), taking 12d12 thunder damage and 2d6x5 ft. of knockback on a failure and half as much damage and no knockback on a success.

**Quaking Slam:** The dragon slams its feet into the ground, sending out a shockwave in the ground accompanied by a wave of rubble. All creatures within 20 ft. of the dragon must make a dexterity save (DC 23), taking 12d12 bludgeoning damage and falling prone on a failure, and taking half as much damage and keeping their footing on a success.

**Legendary Resistance (3/day):** If the dragon fails a saving throw, it can choose to succeed instead.

**Legendary Actions:** The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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.
* **Quaking Slam (Costs 2 Actions).** The dragon uses its Quaking Slam.

**Change Shape:** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

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SPELLCASTING

While in a humanoid form, the Adult Earth Dragon is a 15th level caster. (DC 19, Spell Attack Bonus +11)

Cantrips: Mold Earth, Magic Stone, Resistance, Thunderclap

1st level slots (4): Catapult, Earth Tremor, Shield, Thunderous Smite

2nd level slots (3): Dust Devil, Shatter

3rd level slots (3): Erupting Earth, Meld Into Stone, Wall of Sand

4th level slots (3): Stone Shape, Stoneskin

5th level slots (2): Transmute Rock, Wall of Stone

6th level slots (1): Bones of the Earth, Flesh to Stone, Investiture of Stone

7th level slots (1): Reverse Gravity

8th level slots (1): Earthquake

9th level slots (1): Invulnerability