Gargantuan Dragon, Chaotic Neutral
Armor Class 20 Natural Armor
Hit Points 297 (17d20 + 119)
Speed 40 ft., Burrow 40 ft., Fly 80 ft., Swim 40 ft.
STR
25 (+7)
DEX
10 (+0)
CON
25 (+7)
INT
18 (+4)
WIS
13 (+1)
CHA
20 (+5)
Saving Throws DEX +6, CON +13, WIS +7, CHA +11
Skills History +10, Perception +13, Persuasion +11, Stealth +6
Damage Immunities Cold
Senses Blindsight 60, Darkvision 120, Passive Perception 23
Languages Auran, Common, Draconic
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Innate Spellcasting (Psionics). The dragon's innate spellcasting ability is Charisma (spell save DC 19). It can innately cast the following spells, requiring no components:

At will: calm emotions, detect thoughts

3/day each: charm person, color spray

1/day each: dominate person, control weather (wind only)

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Planar Travel. The dragon can cast plane shift after spending one hour in uninterrupted meditation.

Actions

Multiattack. The dragon can use its Blinding 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: 18 (2d10 + 7) piercing damage. 

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

Blinding Presence. The dragon shines with internal light. Each creature within 120 feet that can see the dragon must succeed on a DC 19 Wisdom saving throw or become blinded 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 Blinding Presence for the next 24 hours.

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Razor Breath. The dragon exhales razor-sharp crystalline shards in a 90-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 54 (12d8) slashing damage on a failed save, or half as much damage on a successful one.

Blinding Beam. The dragon breathes a beam of blinding light in a 90-foot line that is 10 feet wide. Each creature in that line must succeed on a DC 21 Constitution saving throw or be blinded for 1d4 rounds and 14 (4d6) radiant damage, or no blindness and half as much damage on a successful save.

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 21 Dexterity saving throw or take 14 (2d6 + 7)
bludgeoning damage and be knocked prone. The dragon
can then fly up to half its flying speed.

Description

Crystal dragons are gregarious and free-spirited, and travelers consider them to be the most hospitable of the gem dragons. Though crystal dragons enjoy solitude as much as other gem dragons, they value family more than their isolationist kin. When on the Material Plane, they make their homes atop solitary mountain peaks, building magnificent palaces of shining ice to store their treasure hoards.

Their hooked snouts and jagged dorsal spikes lend crystal dragons a fearsome, predatory appearance, but their frightful image is softened by the dazzling beauty of their scales. Crystal wyrmlings’ scales are glossy white like the shells of their eggs, becoming translucent and prismatic as they age. Fully grown crystal dragons, when shining in the full light of the sun, might be mistaken for radiant angels.

Lair and 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:
• Crystal shackles fly toward a creature the dragon can see within 120 feet. The target must succeed on a DC 16 Dexterity saving throw or be restrained. This effect lasts until the dragon uses this lair action again or the target breaks free with a DC 16 Strength (Athletics) check.
• A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the dragon and knocked prone. Gases and vapors are dispersed by the wind and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.

Regional Effects
The region surrounding a legendary crystal dragon’s lair is warped by the dragon’s psionic power, which creates one or more of the following effects:

• Thick clouds heavily obscure the land within a half-mile of the dragon’s lair (though not inside its lair).

• Islands of scintillating crystal with AC 10 and 50 hit points float around the dragon’s mountain, plummeting to the ground if damaged.

• While within 1 mile of the dragon’s lair, Tiny beasts such as rodents and birds gain the ability to communicate telepathically with other creatures within 60 feet.

If the dragon dies, the clouds fade within 1 day. The other effects disappear over 1d10 days.

Habitat: Mountain

Achmetha