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.
Prismatic Resistance. The Dragon has advantage on saving throws against effects like a beholder's eye rays or spells like prismatic spray
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Dazzling. The dragon literally shines in strong light, blinding creatures who would shoot at it. Ranged attacks against this dragon while it is in direct sunlight are made at disadvantage.
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: +13 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 7) piercing damage.
Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 7) 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 20 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.
Holy Breath (recharge 5-6) The Dragon exhales a fog in a 90-foot cone Each creature in the area must succeed on a 21 Dexterity saving throw. The target takes 65 (10d12) radiant damage
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.
Dazzling Burst (Costs 2 actions) The dragon releases the light contained within it in a blinding blast. Creatures within 10 feet make a DC 21 dexterity saving throw, taking 25 (4d8+7) radiant damage and being blinded until their next round on a failed saving throw, and avoiding all negative effects on a success.
Lair and Lair Actions
When they are not on the plane of earth with the other gem dragons, a crystal dragon is typically found in the northern and temperate mountain peaks of the world, where they have few natural predators beyond white dragons and the occasional kracken to contend with. They have no preference for coasts or dry land, and really just try to find some place where giants, and especially bigger, much meaner dragons, cannot reach them.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- All sources of light in a 60 foot cube are immediately extinguished, potentially casting the lair into pitch darkness. If this would extinguish all usable light in the lair, then even creatures with darkvision are unable to see on their next round.
- The dragon creates a 20 foot sphere of light on the ground, making it a painful area to look at when walked over. Creatures with eyes treat this sphere as difficult terrain. This sphere remains until the dragon dies or uses this lair action again.
- The dragon causes a spike of crystal to fly from the ground in an attempt to impale a creature. The dragon makes a ranged attack against one creature with a +7 attack bonus, and deals 10 (3d6) piercing damage on a hit.
Regional Effects
A legendary crystal dragon's lair is warped by the dragon's magic, creating one or more of the following effects.
- The entirety of the lair slowly becomes more translucent and reflective, from the exterior in. This eventually turns the lair into a perfect prism whenever dawn or sunset strikes it.
- The walls of the lair give off a faint glow, creating dim light throughout the lair. The dragon can extinguish this light at any time it wishes. As long as the walls give off light, then the dragon knows if and approximately where any intruders or guests enter its lair.
- Faded images and shapes appear randomly in the air, drawn from the cherished memories of the dragon and cast along the walls of their crystalline home. These images are silent, and usually happy memories.
Previous Versions
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