Innate Spellcasting (Psionics). The dragon’s innate spellcasting ability is Intelligence (spell save DC 19). It can innately cast the following spells, requiring no components:
1/day each: scrying. synaptic static, telekinesis, teleportation circle
Amphibious. The dragon can breathe air and water.
Change Shape. The dragon magically polymorphs into a humanoid or beast, that has a challenge not higher than it's own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, Proficiencies, Legendary Resistance, Lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Legendary Resistance (3/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: 26 (4d10 + 6) piercing damage plus 6 (2d6) psychic damage.
Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 6) bludgeoning damage.
Concussive Breath (Recharge 5–6). The dragon exhales a violet, psychic energy burst in a 30-foot cone. Each creature in that area must make a DC 19 Intelligence saving throw, taking 64 (16d8) psychic damage on a failed save, or half as much damage on a successful one.
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 19 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.
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.
Psionic Surge (Costs 2 Actions). The dragon unleashes a burst of psionic energy in a 15-foot radius around it. Each creature in that area must make a DC 19 Intelligence saving throw. On a failed save a creature's Intelligence decreases by 2 and takes 50 (10d10) psychic damage on a failed save. If a creature's Intelligence score is decreased to 0 this way, the creature falls unconscious and returns to 1 Intelligence upon the next short rest. A creature's Intelligence score is restored after a long rest. On a successful save a creature takes half damage and its Intelligence remains intact.
Teleport (Costs 2 Actions). The dragon magically teleports to an unoccupied space it can see within 30 feet of it.
Description
Amethyst dragons have glittering violet and lilac scales that give them the appearance of being encrusted in amethysts. They have jutting lower jaw and a row of violet spines running down the entire lengths of their bodies. Their wings are comparatively small and make Amethyst dragons poor flyers, but their strong legs and long claws make them excellent burrowers.
Amethyst dragon wyrmlings have scales of dull violet. As they age, their scales become more vibrant and brilliant, taking their crystalline appearance when they reach adulthood.
Amethyst dragons have a reputation of being wise even by dragon standards. They are eccentric and rarely take sides, preferring to observe and to stay hidden while their chromatic and metallic cousins battle with each other.
Amethyst Gemstone Heritage. The wisest and psychically inclined of the gemstone dragons. An Amethyst dragon may be one of the hardest to deceive and one of the best to teach you they things they have learned. In being the advisors to those they enjoy. They are council in hard times and adore seeing those they have fostered rise to being great in any respect. They hold pride in their lessons and their elegance as dragons. Being the most regal of the most earthen based gemstone dragons they are often thought of having the regality of royalty but the understanding of common-folk and how things tend to work out. They excel at planning and are not afraid to show themselves to any other species when the time is right.
With clear crystals that fade to a variety of purples and wings that seem to have developed unique crystals specific for digging through other rock and a strong, broad chest, they have strength and intelligence. They may not be the strongest of the gemstone dragons but their body covered in stones harder than steel allow for elegance and bulk. They have a wide shoulder width and large wings, the amethyst forming two horns that curl down the back of their heads to curl at the tips. The stone going down their neck almost like a neck dress and slowly tapering down the chest. Their eyes are vibrant as if to draw attention to themselves.
Seekers of Understanding. Perhaps it is their thirst for knowledge and spreading what they know, but Amethyst dragons often will not let a conversation pass until it feels it has learned something from the conversation, or it has taught a lesson to the one on the other end of the conversation. They are not afraid to engage anyone else, and often treat them as a neutral party would. But if anyone attempts to leave an area without trying to learn or trying to teach something to the dragon, it will likely express it’s more curious nature and follow the person around until it gets what it wants even if the person does not enjoy it. If they attempt to escape via magical means the Amethyst dragon will often track the person down and resume doing this again.
Formers of Kingdoms. While being leaders, they often instruct those they choose on where and when to take steps to form kingdoms and towns. If a person runs into an amethyst dragon while scouting an area, the dragon will often help whoever it is as long as they pay respects to the dragon afterward. The dragon will even help build and plan the housing and land out to fit the families. But after this is done will likely leave the place and people to be, letting it grow on its own after receiving the knowledge it came to acquire in trade.
In doing such, they are not afraid to place their hoards somewhere more hidden. In saying this, their hoards are usually hidden not far from their main dwellings and may even be hidden underneath the towns or kingdoms that they had helped form. Things that are made in odd ways, like a spellbook of an old mage with high-level spells, are among one of the most precious treasures an Amethyst dragon could have.
Lair and Lair Actions
Lair Actions
On initiative 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 cluster sprouts from the ground, making a 10ft radius around it difficult to think in, giving Disadvantage on any Intelligence saving throws to creatures in the area. A creature must escape the 10ft radius to no longer be affected by it.
- A burst of psychic damage rings out in a 5ft cylinder, 10ft high. A creature must make a DC 15 Wisdom save or take 6d6 psychic damage.
- A crystal from the ceiling breaks apart and falls striking a 5ft area with a crystal stalagmite. Whoever is in the area must make a DC 15 Dexterity save or take 6d6 Bludgeoning damage and fall Prone.
Regional Effects
- Small crystalline Amethyst bundles spit from the ground for 6 miles around the dragon's lair. These crystal clusters function as a conduit for the dragons telepathy so that anyone around them for the dragon's range of telepathy can talk directly to the dragon if they allow it. If they are not willing then they must make a Wisdom saving throw DC 13.
- More crystalline, large pillars function as a way to allow telepathic communication between the creatures and beings within. Any animal that normally cannot speak a language can still get across what it is feeling to others within the 30ft range for 3 miles away from the lair.
- The dragon immediately knows the position of any area within 10 miles that has released a large shockwave such as an explosion, thunderwave, or loud noises. If any of the other crystals are struck, it will release a psychic wave that has a similar effect and deals 1d6 Psychic damage to all within 5ft.
If the dragon dies these effects slowly fade over 1d10 days.
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