The Sakura Dragon 桜竜

Inspired by the Sekiro boss – the Divine Dragon – here is the sakura dragon.  Created for my Oriental Adventure Campaign but I really don’t have a use for him.  CR is low to reflect the fact that he is a gimmick boss in Sekiro and very easy.


THE SAKURA DRAGON
Huge dragon, neutral

Armor Class 18 (natural armor)
Hit Points 152 (16d12 + 48)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR       DEX      CON      INT       WIS      CHA
19 (+4)  12 (+1)  17 (+3)  16 (+3)  13 (+1)  15 (+2)
Saving Throws DEX +4, CON +6, WIS +4, CHA +5
Skills Deception +5, Perception +7, Stealth +4
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing

Damage Immunities Poison

Condition Immunities Poisoned
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 17
Languages Common, Draconic, Druidic, Elvish, Sylvan
Challenge 9 (5,000 XP)

Amphibious. The dragon can breathe air and water.
False Appearance. While the dragon remains motionless, it is indistinguishable from a normal, yet majestic, cherry blossom tree.

Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.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 target.
Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.

Sweeping Attack. Melee Weapon Attack: +7 to hit, reach 25 ft., all targets in front of the dragon.
Hit: 11 (2d6 + 4) slashing damage.

Lightning Breath (Recharge 5–6). The dragon exhales yellow lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.

REACTIONS

Kamikaze. When the dragon is hit by an attack within 5 feet of it, it may use its reaction to blast the target with air. A line of strong wind blasts from the dragon against the triggering attacker.  The target must make a DC 16 Strength saving throw or be pushed 15 feet away plus 1 foot for each pip the saving throw failed by away from the dragon.

LEGENDARY ACTIONS

The dragon can take 2 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.
  • Old Dragons of the Tree. The dragon magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as an awakened tree. An animated tree acts as an ally of the dragon. The tree remains animate for 1 day or until it dies; until the dragon dies or is more than 120 feet from the tree; or until the dragon takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.

LAIR
The Sakura Dragon lairs at the peak of Fountainhead Mountain, protected by its worshipers – the Okami clan – who have built the Fountainhead Palace below the dragons lair.

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:

  • Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.
  • A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) piercing damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies.
  • Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round.

REGIONAL EFFECTS

The region containing a legendary green dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • A great river flows from the dragons lair. This river has an unnatural effect on creatures extending their life indefinitely. However, the longer the creature lives the more fish (carp) like do the creatures become. These creatures, known as the Okami, intuitively seek to protect the dragon and Palace Waters.
  • Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon’s path.
  • Beasts within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears.

If the dragon dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within 1d10 days, they become mundane plants and normal difficult terrain, losing their thorns.

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