Huge Dragon, Chaotic Neutral
Armor Class 20 (natural armor)
Hit Points 200 (16d12 + 96)
Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.
STR
10 (+0)
DEX
22 (+6)
CON
22 (+6)
INT
12 (+1)
WIS
8 (-1)
CHA
12 (+1)
Saving Throws DEX +11, CON +11, WIS +4, CHA +6
Skills Acrobatics +12, Stealth +11
Damage Immunities Radiant
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic, Telepathy 120 ft.
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Crystal Walk. The dragon can move across and climb crystal and rocky surfaces without needing to make an ability check. Additionally, difficult terrain composed of crystals or rocks doesn't cost it extra movement.

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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) radiant damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 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 14 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.

Radiant Breath (Recharge 5–6). The dragon exhales a blast of brilliant light in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 42 (12d6) radiant damage and becoming blinded for 1d4 rounds on a failed save, or half as much damage on a successful one.

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.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 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.

Description

Crystal dragons are among the friendliest of the gem dragons and enjoyed conversing with other creatures. Dragons of this type who dwelt on the Prime Material Plane preferred to live atop high mountains. They sometimes came into conflict with White dragons and had been known to steal white dragon wyrmlings in order to raise them in a friendlier environment.

Crystal dragons are non-aggressive and would rarely start a fight without a good reason. A Crystal dragon's breath weapon was a cone of white light which blinded an opponent.

Lair and Lair Actions

A Crystalline Dragon’s Lair

Very few and far between have seen a crystalline dragon, however, those who have tell of the gloriously complex lairs these dragons dwell in. Crystal spires appear all around the lair, pulsating as if living.

The dragon's dwell deep within these structures and tend to not visit the rest of the world much. Many mines are actually created in the mountains of crystalline dragon's due to the abnormallity of rare crystals like diamonds, sapphires, and emeralds.

 

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:

  • A crystal spire generates psionic energy. An anti-magic area spouts out from the crystal structures, any creature within 10 ft of a crystal spire must succeed dc 15 con save or they cannot cast a spell this turn.
  • A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  • The crystals move to protect its creator. Choose a crystal spire and move it to a point within 20 feet of its current location. Any creature within 5 feet of the new location must make a DC 15 Dexterity saving throw, taking 24 (6d6) piercing damage on fail, and half that much on a success. If a creature is to be in the location of the new spire, the creature may move to an adjacent space or, if the creature failed, will be placed on top of the spire.

 

 

Regional Effects

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

  • Crystal gemstones are more common in mines within 1 mile from the dragon's lair.
  • There will be strange effects of the water supply 1 mile near the dragon's lair.
  • The weather nearby is overcast without providing any life.

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

Habitat: Arctic

MiniEquine

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