Huge Dragon, Chaotic Neutral
Armor Class 18 Natural Armor
Hit Points 225 (18d12 + 108)
Speed 40 ft., Fly 70 ft., Swim 70 ft., Burrow 40 ft.
STR
23 (+6)
DEX
20 (+5)
CON
23 (+6)
INT
12 (+1)
WIS
13 (+1)
CHA
10 (+0)
Saving Throws DEX +10, CON +11, WIS +6, CHA +5
Skills Perception +11, Stealth +10
Damage Resistances Fire, Poison
Damage Immunities Necrotic
Condition Immunities Poisoned
Senses Blindsight 60ft, Darkvision 120ft, Passive Perception 21
Languages Draconic, Primordial
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

False apparance. The dragon may become perfectly still, resembling a statue more than a living creature and gaining advantage on  stealth checks to convince creatures it is a statue as long as it remains still

Legendary resistance (3/day) If the dragon fails a saving throw, it can choose to succeed inste

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: +10 to hit, reach 10 ft, one target. Hit: 17 (2d10+6) piercing damage plus 4 (1d8) necrotic damage.

Claw Melee weapon attack: +10 to hit, reach 5 ft, one target. Hit: 13 (2d6+6) slashing damage.

Tail Melee weapon attack: +10 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. presence for 24 hours.

Dehydrating breath (recharge 5/6) The dragon exhales a decaying wind in a 60 foot cone. Each creature in this cone must make a DC 19 constitution saving throw, taking 58 (13d8) necrotic damage on a failed save or half as much on a successful one

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 perception check.

Tail attack. The dragon makes a tail attack.

Body Realignment (Costs 2 actions). The dragon's natural magic ripples along itself, allowing the dragon to recover from wounds in the middle of battle. The dragon is immediately healed of 22 (5d8

Description

The topaz dragon is a volatile and almost paradoxical creature. Living an isolated life in coastal caves and tunnels, the topaz is the only gem dragon that will voluntarily live near a large body of water. Living on a diet of pure fish and aquatic mammals, the topaz dragon has little interest in the more land-bound territories dominated by its draconic kin. A topaz dragon is the most "typically" shaped of all the gems, its scales sculpted in smooth, flat curves that gently encircle its body and wings that, while they glisten in the light unnaturally, are still distinctly draconic without any protruding gem formations or growths jutting randomly from them. The only oddities about them are the fin-like protrusions that stick from the top of their heads and jut towards their spines, which helps make the topaz dragon more water-dynamic, and the lance-like spikes that protrude from the sides of their tails, which they use to hunt sharks, dolphins and other large aquatic creatures that live within their territory. When they are young their scales are a murky, almost milky auburn that slowly darkens and shines as they grow older, the surface becoming a transparent golden-amber. Their scales are some of the thinnest among dragon kind, allowing them to be more flexible at the cost of their protective hide, though their physical training and dominance allows them to mostly compensate for this loss

Lair and Lair Actions

 

  • The dragon drains all moisture from a line of land, creating a dehydrating, debilitating wall. The dragon makes a line that is 50 feet long and 5 feet wide that is built in 10 foot contiguous sections as the dragon desires. Creatures who start their turn in this wall or who move through it for the first time on their turn must make a DC 15 constitution saving throw or be dealt 14 (4d6) necrotic damage and have their remaining movement reduced by 15 feet. On a successful save, the creature is dealt half as much damage and their movement is not reduced. Creatures immune to necrotic damage automatically succeed on this saving throw. This wall remains until the dragon uses its next lair action or the dragon dies.
  • The dragon rapidly dehydrates a target creature, draining them of their stamina. One target creature is forced to make a DC 15 constitution saving throw, being dealt 14 (4d6) necrotic damage and suffering from one level of exhaustion on a failed saving throw. On a successful saving throw, they do not suffer any exhaustion.
  • The dragon releases some of the moisture it has absorbed in an aquatic pulse, knocking creatures away from a target point before the water rapidly evaporates once more. Creatures within 50 feet of the target point must make a DC 15 strength saving throw or be pushed 30 feet away straight from the point of origin. The dragon automatically passes this saving throw.
Regional Effects

A legendary topaz dragon's lair is warped by the dragon's magic, creating one or more of the following effects.

  • Their lair is bone-dry, despite its watery entrance. Non-magical liquid will evaporate and disappear within five minutes of becoming exposed to this air unless the liquid's container is brought out of the lair. Water within a mile of the lair itself will feel strangely dry.
  • The lair will feel strangely off, as if the energies are slightly unbalanced and discordant, and (if the dragon has its way) will make those that spend too long in the lair nauseous, and give intruders an urgent desire to leave.
  • The stone of the lair will become encrusted with yellow and orange gem, multi-faceted and glowing brightly. Any aquatic beast that comes in contact with this stone will become mentally connected with the Topaz dragon, who can use this connection to hunt the creature, and to temporarily look through their eyes and scout out the area around its lair.

Previous Versions

Name Date Modified Views Adds Version Actions
5/18/2020 5:15:37 PM
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7/27/2020 10:44:29 AM
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8/15/2020 8:36:02 AM
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10/2/2020 11:54:05 AM
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1/9/2021 1:41:46 PM
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Habitat: Coastal

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