Succulent Dragon

Large Dragon, Lawful Neutral
FGFD

The succulent dragons live to be up to 750 years old. They can grow to be around 13 feet long and weigh roughly 400 pounds. A succulent dragon has one single red, cup-shaped flower at the end of its thick tail. These showy blooms can measure two feet across and attract desert pollinators. Succulent dragons exposed to full sun grow quickly and mature at around 20 years old. Their robust wings allow them to catch warm updrafts and glide across vast deserts for hours without a single wingbeat.

The succulent dragon is one of the most well-armored floral dragons, covered in a thick coating of scales. Thin needles coat its body as an additional layer of defense against attackers who come too close to it. These dragons are also known for their regenerative abilities, and the blood of a succulent dragon can close wounds.

AC 19

Initiative +2 (12)

HP 115 (10d10 + 60)

Speed 40 ft., climb 40 ft., fly 80 ft.

STR

23 (+6)

Save +6

DEX

14 (+2)

Save +6

CON

22 (+6)

Save +10

INT

11 (+0)

Save +0

WIS

17 (+3)

Save +7

CHA

16 (+3)

Save +7

Saving Throws DEX +6, CON +10, WIS +7, CHA +7

Skills Nature +4, Perception +11, Survival +7

Resistances Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21

Languages Draconic plus any one language

CR 12

Traits

Needle Hairs. A creature that touches the dragon or hits it with a melee attack while within 5 feet of it takes 6 (1d12) Piercing damage. This damage ignores Resistance to Piercing damage.

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

Regeneration. The dragon regains 10 Hit Points at the start of its turn. If the dragon takes Acid damage, this trait doesn't function at the start of the dragon's next turn. The dragon dies only if it starts its turn with 0 Hit Points and doesn't regenerate.

Actions

Multiattack. The dragon can use its Bewildering Floral Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Attack Roll: +10, reach 5 ft. Hit: 17 (2d10 + 6) Piercing damage.

Claws. Melee Attack Roll: +10, reach 5 ft. Hit: 13 (2d6 + 6) Slashing damage.

Tail. Melee Attack Roll: +10, reach 10 ft. Hit: 11 (1d10 + 6) Bludgeoning damage, plus 6 (1d12) Piercing damage. This damage ignores Resistance to Piercing damage.

Bewildering Floral Presence. Wisdom Saving Throw: DC 17, each creature of the dragon's choice within 120 feet. Failure: The target has the Incapacitated condition for 1 minute or until it takes damage. An Incapacitated creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. If the creature succeeds on its save or the effect ends for it, it is immune to the dragon's floral presence for the next 24 hours.

Heat Breath (Recharge 5+). The dragon exhales superheated air. Constitution Saving Throw: DC 18, all creatures in a 30-foot Cone. Failure: 45 (10d8) Fire damage. Success: Half damage. Failure or Success: Each object made of metal in the area becomes red hot, dealing 9 (2d8) Fire damage to any creature in contact with it. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a DC 15 Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has Disadvantage on attack rolls and ability checks until the start of the dragon's 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.

Defend. The dragon encircles another creature within 10 feet of it with its tail. Attacks against that creature have Disadvantage until the start of the dragon's next turn or until the creature moves more than 10 feet from the dragon.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Dexterity Saving Throw: DC 18, each creature within 10 feet. Failure: 15 (2d6 + 8) Bludgeoning damage and the target has the Prone condition. Failure or Success: The dragon flies up to half its flying speed.

A Succulent Dragon's Lair

While in its lair, a succulent dragon can use its deep connection to the cacti that form its home to strengthen its defenses.
Lair Actions. On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row.

  • The living cactus fence lashes out. Each creature within 10 feet of the fence must make a DC 18 Strength saving throw. On a failure, it is Restrained (escape DC 18). While Restrained, a creature takes 7 (2d6) Piercing damage at the start of each of its turns.
  • Cacti burst from the ground starting from a point that the dragon can see within 60 feet of it, creating a 25-foot long, 5-foot wide Line. Each creature in the Line must make a DC 18 Dexterity saving throw, taking 12 (5d4) Piercing damage on a failed save and half as much on a success.
  • A tremor shakes the lair in a 30-foot radius around the dragon. Each creature on the ground in that area other than the dragon must succeed on a DC 15 Dexterity saving throw or be knocked Prone.

Regional Effects. The region containing a legendary succulent dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

  • The succulent plants growing within 1 mile of the dragon's lair have regenerative properties. If they are severed or damaged, they regrow fully within 1d10 minutes.
  • There are frequent tremors within 1 mile of the dragon's lair.
  • The area within 1 mile of the dragon's lair is several degrees hotter than the ambient temperature outside this area, even at night.

If the dragon dies, these effects fade over the course of 1d10 days.