Innate Spellcasting (Psionics). The dragon’s innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no components:
1/day each: scrying, telekinesis, teleportation circle
Legendary Resistance (2/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Spider Climb. The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Tunneler. The dragon can burrow through solid rock at half its burrow speed and can choose to leave a 10-foot-diameter tunnel in its wake.
Multiattack. The dragon can use its Frightful Presence. It then makes two melee attacks, one with its bite and one with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) thunder damage.
Claws. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 10 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 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 the dragon’s Frightful Presence for the next 24 hours.
Debilitating Breath (Recharge 5–6). The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 60-foot cone. Each creature in that cone must make a DC 18 Constitution saving throw. On a failed save, the creature takes 45 (13d6) thunder damage and is incapacitated until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.
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.
Tail Attack. The dragon makes a tail attack.
Telekinetic Fling. The dragon chooses a Small or smaller object that isn’t being worn or carried that it can see within 60 feet of it, and it magically hurls the object at a creature it can see within 60 feet of the object. The target must succeed on a DC 17 Dexterity saving throw or take 14 (4d6) bludgeoning damage.
Teleport (Costs 2 Actions). The dragon magically teleports to an unoccupied space it can see within 30 feet of it.
Description
Amethyst dragons are neutral, logical dragons. They have lavender skin and crystal-like scales. Their breath weapon is a blast of concussive force, and they are known to burrow into the ground. They are also the most powerful of the gem dragons.
An Amethyst dragon’s psionic nature is evident in horn and bone structures of their body. Their tail barbs and horn tips are all separate pieces, but they float in place, held aloft by the dragon’s psychic force while the dragon lives. These levitating horns and spines shift slightly with the dragon’s mood, bobbing in amusement or flaring dangerously with anger.
Unlike most dragons, hatchling Amethyst dragons’ scales are the rich shades of purple, and sparkling luster they will have for their entire lives.
Amethyst dragons were considered wise even by dragon standards. They tended to be poor flyers but could burrow underground. Most Amethyst dragons lived in the Elemental Plane.
Gem Dragons
While the metallic dragons follow Bahamut and the chromatic ones owe fealty to Tiamat, the gem dragons are disciples of the enigmatic ruby dragon Sardior. Gem dragons include amethyst, crystal, emerald, sapphire, and topaz dragons.
Reclusive Sentinels. Gem dragons set themselves apart from the affairs of other beings, even their own kind. They search out lairs far from established populations which they can tend in solitude, or so they can carefully cultivate a circle of servants or vassals to tend their interests in the surrounding region.
Gem dragons break their natural inclination to solitude to mate and protect their clutches of eggs, but rarely for any other reason.
Charismatic and Suave. Despite their isolationist tendencies, when gem dragons do interact with other creatures, they can be scintillating hosts and conversationalists. They have a way with making their guests feel at home and relaxed, such that the dragons can often convince a guest of ideas they would never ordinarily entertain.
Powerful Minds. Gem dragons are all inherently psionic creatures. They develop telepathic abilities shortly after hatching—sometimes even before—that grow in strength as they age. Some hone these mental powers further, manifesting powerful magical abilities through their minds.
These psychically adept dragons often find themselves at odds with aberrations, particularly mind flayers and aboleths. The gem dragons are skilled at locating areas where the Far Realm intrudes upon the Material Plane and set themselves against the alien creatures spawned or twisted in such places.
Sovereign of Gem Dragons. Of all the gem dragons, the unique ruby dragon, Sardior, is the greatest. He is the king of the gem dragons, and dwells in a floating castle carved of ruby and red gold. His ruby citadel flies far above the surface of the world, always in the night sky. When glimpsed, it crosses the sky like a crimson star, invading the constellations wheeling slowly overhead.
Sardior is attended in his hold by a council of five, composed of witheringly powerful ancient dragons of each of the gem dragon kinds.
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