Huge Dragon, Chaotic Good
Armor Class 21 (natural armor)
Hit Points 172 (15d12 + 75)
Speed 40 ft., burrow 30 ft., climb 40 ft.
STR
23 (+6)
DEX
10 (+0)
CON
21 (+5)
INT
14 (+2)
WIS
13 (+1)
CHA
17 (+3)
Saving Throws DEX +4, CON +9, WIS +5, CHA +7
Skills History +7, Perception +11, Persuasion +8, Stealth +8
Damage Vulnerabilities Acid, Poison
Damage Resistances Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Condition Immunities Invisible
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

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

Camuflage (12/day). If the dragon is located in a cave or stone like environment it can choose to become invisible from the normal eye.

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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 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 16 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.

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.

Cristal Breath. The dragon creates cristal columns in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) bludgeoning damage on a failed save, or half as much damage on a successful one.

Sleep Breath. The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Reactions

Magic Nullification (1/Day) If the dragon fails a saving throw against magic it can cancel all magic in within 2 miles of itself after succeeding against the next magic attack 

Crystal Wall  (recharge 6-8).  If the dragon can see the ranged attack coming it can create a crystal wall in between at 20 feet of itself , 20 square feet 3 feet thick.

Description

The crystal dragon is grey and large with spike like gems and crystal over it skin often they fuse their treasure gemstones with its crystals giving it a colorful appearance it lacks any distinctive characteristics other than its grey skin full of little gems.

Crystal dragons often live near or in ancient palaces or castles were shiny gems are present they are not greedy but prefer to keep their treasure from others and adding is always a priority.

the crystal dragon however is kind and helpful it views all creatures as equals and prefers to dialogue before fighting, but if it discovers it has been tricked to give away part of its treasure it will consider purifying the world of the one ho tricked it, It has a special disgust for green dragons and their lies so it wil be as far from them as posible 

Lair and Lair Actions

A Crystal Dragon’s Lair

A crystal dragon’s lair is typically a ruin, canyon, or cave network with cristals and gemstones.

Lair Actions

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

  • 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.
  • A cloud of crystal swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15 Constitution saving throw or be 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.

Regional Effects

The region containing a legendary brass dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Marks appear in the stone within 6 miles of the dragon’s lair. The marks lead to safe shelters and hidden water sources, while also leading away from areas that the dragon prefers to remain undisturbed.
  • Whenever a gemstone is moved within 4 miles of the dragon’s lair, the dragon becomes aware of the gemstone presence and location.

If the dragon dies, the tracks fade in 1d10 days, but the other effects fade immediately.

Habitat: HillMountain

Antherewl

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