Legendary Resistance (2/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Scintillating Hide. While in bright light, the dragon's scales shine intensely. Any creature that starts its turn within 30 feet of the dragon must make a DC 15 Constitution saving throw if the dragon isn't incapacitated. On a failure, the creature is blinded until the start of its next turn.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the dragon until the start of its next turn, when it can avert its eyes again. If the creature looks at the dragon in the meantime, it must immediately make the save.
Unintimidating Stature. The DC for the jacinth dragon's Frightful Presence does not include its proficiency bonus.
Spellcasting. The jacinth dragon is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The dragon has the following wizard spells prepared:
Cantrips (at will): Blade Ward, Control Flames, Fire Bolt, Mind Sliver
1st level (4 slots): Charm Person, Chromatic Orb, Shield,
2nd level (3 slots): Blur, Dust Devil, Suggestion
3rd level (3 slots): Blink, Wall of Sand
4th level (1 slot): Charm Monster, Dimension Door
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: +7 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Tail. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 60 feet of the dragon and aware of it must succeed on a DC 12 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.
Heated Breath (Recharge 5-6). The dragon exhales scalding air in a 50-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 21 (6d6) fire damage and gaining one level of exhaustion on a failed save, or half as much damage and no exhaustion on a successful one. Any objects in the area not being worn or carried also catch fire.
The dragon can take 2 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.
Cast Spell. The dragon casts a spell of 1st level or lower.
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 15 Dexterity saving throw or take 10 (2d6 + 3) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
Small in size and reclusive in nature, the desert-dwelling, heat-loving jacinth dragon is considered one of the rarest true dragons of all.
A jacinth dragon is more diminutive in size than any other true dragon, measuring far smaller than any of its kin. Their lesser stature has an impact of their physical strength, as well as their intimidating capabilities. It possesses a large snout, with tight clusters of harmless spines collected around its head and neck, with the longest and most numerous massed amongst the back of its head and upper neck. Its forelimbs are short comparative to body size, rendering them less useful for combat. Its wings appear small and frail, but function perfectly well.
A jacinth dragon's scales, excluding those on its beige underbelly, seem to shimmer and shift between various shades of bright, flaming orange, remaining this way all through its life cycle. These beautiful scales create incredible glare when under direct light, something the jacinth dragon takes full advantage of whenever possible. The dragon takes extreme care of its scales, ensuring they are always as clean and shiny as they can be.
Reclusive and Taciturn. A jacinth dragon usually spends its time alone, preferring things that way. It relishes its solitude, considering other life, dragon or otherwise, unworthy of interaction. A jacinth dragon may rarely take interest in some aspect of a creature that passes its way, usually some interloper from outside the desert, but that interest rarely lasts long and any intelligent creature is often left confused after the dragon's curiosity fades and it leaves suddenly without so much as a goodbye.
Desert Dwellers. A desert is the only home for a jacinth dragon, finding comfort under the sweltering sun. Jacinth dragons have little worries for the adverse effects of the heat, as their kind have evolved to adapt to these climates perfectly, being able to go weeks without food or water. One will never initiate territorial competition with another dragon, mostly due to its size, but also because that would mean it would need to interact with another creature. It will only take action if it or its lair is threatened.
Learned Spellcasters. While some dragons are capable of mastering certain spells innately and the greater gem dragons being born with psionic spellcasting capabilities, jacinth dragons have no such luck. As with all the lesser gem dragons, they instead take the time to learn the ways of harnessing magic. Jacinth dragons make the most use of this ability, being more learned on the use of spells than any other lesser gem dragon. They are also some of the most intelligent dragons, lending to their preference for using wizard spells. While their breath weapon can be dangerous in its ability to dehydrate and tire its enemies from its heat, it is comparatively weaker and less reliable in terms of damage than all other true dragons. Combine this with weak physical capabilities and one would see why they turn to spellcasting as their primary tactics. They usually make use of charming spells to try and prevent a fight before it can begin to escalate, though if it cannot do so and is unable to flee, it will unleash its full mastery of magic upon its enemies.
Small But Special. Jacinth dragons like treasure as much as any other dragon, however they often keep a relatively small horde. They value each item individually and find it easier to consider their treasure special if the items are fewer and more unique. When creating their lairs, jacinth dragons will always reserve a specific area for their treasure, visiting it often to admire their possessions. Jacinth dragons prize their namesake gem more than anything else, and will even go so far as to bargain with another creature if it has an item of jacinth, or even take it by force if they believe the owner is not giving the item the respect it deserves. Other zircon gems are also of high value to them, albeit less so than jacinth specifically. The ventures of the jacinth dragons to acquire these temptations are some of the few clues that show these dragons even exist.
Lair and Lair Actions
A Jacinth Dragon’s Lair
A jacinth dragon prefers to lair in desert sand dunes, digging through them and using its heated breath to create glass tunnels leading through its burrow in a similar manner to blue dragons.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
- A cloud of sand 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 jacinth dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- The area within 5 miles of the dragon's lair is hotter than normal. Any creature exposed to the heat and without access to drinkable water must succeed on a Constitution saving throw each hour or gain one level of exhaustion. The DC is 6 for the first hour and increases by 1 for each additional hour. Creatures wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Creatures with resistance or immunity to fire damage, or creatures naturally adapted to hot climates are still susceptible to this effect.
- Beasts within 1 mile of the dragon's lair feel a strong compulsion to stay away from the area. A creature must make a successful DC 14 Wisdom (Animal Handling) check to coerce a beast to move within 1 mile of the lair.
- The dragon is aware when any spell on the wizard spell list is cast within 1 mile of its lair, as well as the general direction of the caster.
If the dragon dies, the temperature returns to normal over the course of 1d10 days, but the other effects fade immediately.
Previous Versions
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