Gargantuan Dragon, Neutral
Armor Class 19 (natural armor)
Hit Points 448 (28d20 + 280)
Speed 40 ft., Burrow 40 ft., Fly 60 ft.
STR
28 (+9)
DEX
8 (-1)
CON
30 (+10)
INT
24 (+7)
WIS
14 (+2)
CHA
25 (+7)
Saving Throws DEX +6, CON +17, WIS +9, CHA +14
Skills Arcana +14, Perception +16, Persuasion +14, Stealth +6
Damage Resistances Fire, Poison
Damage Immunities Cold
Condition Immunities Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Common, Draconic, Primordial
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Statuesque. The dragon may become perfectly still, resembling a statue more than a living creature and gaining advantage on deception checks to convince creatures it is a statue as long as it remains still. Also while in pitch darkness the Crystal dragon is very difficult to see even with darkvision as you just see straight through it. The Dragon can make stealth checks even if it is just dark.

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: +16 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 15 (3d8) cold damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 9) 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 22 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.

Blizzard Breath (recharge 5-6). The dragon exhales force in a 90ft line 10ft wide. Each creature in the line's area must make a DC 18 dexterity saving throw, taking 72 (16d8) Cold damage on a failed save, or half as much damage on a successful one.

Reactions

Rapid Adaptation. The dragon can use its reaction when taking damage from a source other than bludgeoning, slashing or piercing damage to gain resistance to the damage type dealt until the beginning of its next turn.

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.

Frosty Ripple (Costs 2 actions). The dragon sends out a pulse of magical energy. Each creature within 15 feet of the dragon make a DC 22 Constitution saving throw, being knocked back 10 feet and taking 21 (4d6+7) cold damage on a failed saving throw, or half as much damage on a successful saving throw and isn't pushed.

Lair and Lair Actions

While most amethyst dragons make their lair on the plane of earth, the ones who live on the mortal plane favor long, winding mountain ranges, where they live within and hollow out the hearts of their earthen homes. These mountains are typically nowhere near a coastline, and some of them are hollowed out volcanoes, leading to occasional conflict with red and brass dragons, and mortal races such as giants and dwarves.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • A wall of force erupts between the dragon and their foes. This wall is 30 feet high, 50 feet long and 1 inch thick, and is completely translucent, allowing creatures to see what is occurring on the other side. This wall of force lasts for one minute, or until this lair action is used again. A wall of force may be destroyed instantly by a disintegrate spell or similar effect, and is destroyed in 10 ft sections if it is. Alternately, every 10 foot section of the wall has an armor class of 15, 60 hitpoints, immunity to force, poison, radiant and necrotic damage, and resistance to bludgeoning, slashing and piercing damage from non-magical weapons. The dragon must use two different lair actions before they can use this one again.
  • A crystal of pure kinetic energy drops from the lair's ceiling, exploding upon impacting the ground. The dragon targets one space where the crystal lands and erupts, forcing creatures in a 20 foot sphere to make a DC 15 dexterity saving throw, taking 14 (4d6) piercing damage and 14 (4d6) force damage and being knocked 10 feet away from the crystal on a failed save. On a successful saving throw a creature is dealt half as much damage and is not moved.
  • The dragon creates a field of humming energy around itself. Until the next lair action, creatures within 25 feet of the dragon must make a DC 15 strength saving throw to move closer to the dragon and they make ranged attacks against the dragon at disadvantage.
Regional Effects

A legendary amethyst dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

    • Within 1 mile of the amethyst dragon's lair, stone and gems will form into sentient constructs such as gargoyles and stone or clay golems. These constructs are friendly to the dragon and obey its commands, and indifferent to creatures who have no harmful intent for their draconic master. Typically there are 3d8 gargoyles and 2d4 golems scattered throughout the tunnels of the dragon's lair.
    • The walls of the dragon's tunnel system and cave entrances within 5 miles of the dragon's lair will have a purple sheen to them, becoming lightly encrusted in a gem-like lair that gleams in the light. This dazzling rock is highly reflective, and hums lightly at all times, giving off faint vibrations when a creature touches it.
    • If the dragon settles within a natural cavern, the landscape of the tunnels and caves will slowly change, taking on the crude form of an underground castle complete with amethyst gates, walls and rooms for guests. This includes statues of itself that are almost life-sized replicas of the dragon's glory in perfect amethyst, standing vigil and serving as decorations.
    If the dragon dies, the gems and constructs will crumble into dust within 1d10 weeks. Stones shaped into fortifications will remain for as long as they do not erode or are not broken.

 

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Habitat: Mountain

leviticusomega

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