Monster
Lhammaruntosz
Outside your table’s allowed sources
Official reference · SDW · 2014
- Creature type
- Dragon
- Size
- Huge
- Armor class
- 19 (natural armor)
- Hit points
- 212 (17d12 + 102)
- Speed
- Walk 40 ft., Fly 80 ft., Swim 40 ft.
- Challenge rating
- 16
- Alignment
- Lawful Good
- Strength
- 25
- Dexterity
- 10
- Constitution
- 23
- Intelligence
- 16
- Wisdom
- 15
- Charisma
- 19
- Passive Perception
- 22
- Saving Throws
- dex: +5; con: +11; wis: +7; cha: +9
- Skills
- insight: +7; perception: +12; stealth: +5
- Senses
- blindsight 60 ft., darkvision 120 ft.
- Languages
- Common, Draconic
- Immunities
- lightning
Traits
Amphibious
Lhammaruntosz can breathe air and water.
Legendary Resistance (3/Day)
If Lhammaruntosz fails a saving throw, she can choose to succeed instead.
Regeneration
Lhammaruntosz regains 5 hit points at the start of her turn.
Actions
Multiattack
Lhammaruntosz can use her Frightful Presence. She then makes three attacks: one with her bite and two with her claws.
Bite
Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.
Claw
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail
Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Frightful Presence
Each creature of Lhammaruntosz's choice that is within 120 feet of her and aware of her 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 Lhammaruntosz's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6)
Lhammaruntosz uses one of the following breath weapons.
Lightning Breath
Lhammaruntosz exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
Repulsion Breath
Lhammaruntosz exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.
Change Shape
Lhammaruntosz magically polymorphs into a humanoid or beast that has a challenge rating no higher than her own, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Lhammaruntosz's choice).
In a new form, Lhammaruntosz retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.
Legendary actions
Detect
Lhammaruntosz makes a Wisdom (Perception) check.
Tail Attack
Lhammaruntosz makes a tail attack.
Wing Attack (Costs 2 Actions)
Lhammaruntosz beats its wings. Each creature within 10 feet of Lhammaruntosz must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. Lhammaruntosz can then fly up to half her flying speed.
Innate Spellcasting
Lhammaruntosz's spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells, requiring no material components:
1/day each: create food and water, detect thoughts, fog cloud, speak with animals
Lhammaruntosz is an 8th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 17; +9 to hit with spell attacks). She has the following sorcerer spells prepared:
Spell slots: 0: spells: light, mage hand, mending; 1: slots: 4; spells: charm person, detect magic, expeditious retreat, sleep; 2: slots: 3; spells: darkness, invisibility, suggestion; 3: slots: 3; spells: dispel magic, protection from energy; 4: slots: 2; spells: dimension door, stoneskin
Lair actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- The dragon creates fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
- A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 (1d10) thunder damage and be deafened until the end of its next turn.
Additional Lair Actions
At your discretion, a legendary (adult or ancient) bronze dragon can use one or more of the following additional lair actions while in its lair:
- Ocean's Call: The dragon conjures a swarm of spectral dolphins. Each creature in the water within 120 feet of the dragon must succeed on a DC 15 Dexterity saving throw or take 5 (1d10) slashing damage; then the swarm vanishes.
- Salt Burst: The dragon chooses a point it can see in the lair. The air in a 20-foot-radius sphere centered on that point bursts with abrasive salt crystals. Each creature in that area must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) slashing damage.
- Whelming Water: The dragon causes a strong current to course through the water in its lair. The dragon chooses any number of creatures it can see that are standing or swimming in water within 120 feet of it. Each chosen creature must succeed on a DC 15 Strength saving throw or be knocked prone.
Regional effects
The region containing a legendary bronze dragon's lair is warped by the dragon's magic.
- Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the control weather spell.
- Underwater plants within 6 miles of the dragon's lair take on dazzlingly brilliant hues.
- Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair.
If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.
Additional Regional Effects
Any of these effects might appear in the area around a bronze dragon's lair, in addition to or instead of the effects described in the Monster Manual:
- Phantom Escort: Ghostly naval ships from an ancient armada appear, escorting well-meaning creatures in need of the dragon's help toward the dragon's lair.
- Underwater Pursuit: Sailors glimpse the shadowy, illusory form of a dragon in the depths below them, keeping pace with their vessel.
- Unfailing Faithfulness: Sapient creatures that spend a year within 10 miles of the dragon's lair find it nearly impossible to break a promise.