Gargantuan Dragon, Neutral
Armor Class 23 Natural Armor
Hit Points 580 (30d20 + 250)
Speed 40 ft., Burrow 50 ft., Fly 80 ft., Walk 40 ft.
STR
30 (+10)
DEX
9 (-1)
CON
30 (+10)
INT
19 (+4)
WIS
15 (+2)
CHA
25 (+7)
Saving Throws STR +18, DEX +7, WIS +10, CHA +15
Damage Resistances Piercing
Condition Immunities Petrified
Senses Blindsight 60ft, Darkvision 120ft, Passive Perception 18
Languages Common, Draconic, Undercommon Common, Draconic, Undercommon
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

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

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Action Melee Attack. Bite: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage 

Action Melee Attack. Claw +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Melee Weapon Attack: Tail +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) 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 21 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.

Crystal Breath (Recharge 5–6). The dragon exhales Crystals in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) Piercing damage on a failed save, or half as much damage on a successful one and a DC 13 Constitution saving throw or become petrified until the end of the dragons next turn.

 

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 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Teleportation (Cost 2 Actions). The dragon can use the dimension door spell teleporting within 500 feet in any direction. 

Description

Bright shining dark blue crystals line the body of this drake. It's entire body is covered in these crystals including its horns and claws. The membrane of it's wings are exposed however. Under the crystals is the dragons soft hide devoid of scales.

Lair and Lair Actions

Crystal dragons lair in high mountains or in the deep underdark, dwelling in caverns under large mountain peaks or deep below the earths surface in the underdark. Caves with a strong magical residue and natural crystal formations are the prefered lair for these dragons, creating hazards that protect the dragon and its hoard of minerals and crystals. 

Crystal dragons tend to keep to themselves in their lair or a small territory around them. They typically only leave its territory to fight invaders or to hunt for food. 

Throughout the lair the dragon likes to erect many different crystalline structures lining the walls and ceiling.

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:

  • The dragon can command one large crystal to fire a prism beam with a range of 150 feet from the tip of the crystal. Can only target a single entity. The creature must make a DC 16 Constitution saving throw, on a failed save the creature becomes petrified until the end of the dragons next round.
  • A line of crystal's with a length of 80 feet and 2 feet wide is sent toward a creature through the ground. Every creature in the line must make a DC 15 Dexterity saving throw, taking 20 (6d6) piercing damage on a failed save, or half damage on a successful one.
  • A vortex of crystal shards forms in a 20 foot radius column within 150 feet of the dragon. The dragon can spend 1 bonus action to move the vortex a total of 35 feet in any direction as long as it is within 150 feet of the dragon. Any creature in the vortex much succeed a DC 13 Dexterity saving throw or take 3d6 slashing damage at the start of its turn. 

Regional Effects

The region containing a legendary Crystal Dragons lair is warped by the dragons magic, which creates one or more of the following effects:

  • Large crystals can randomly pierce through the ground damaging all structures and creatures in a 8 foot area.
  • Within half a mile of the lair all magical spells are at disadvantage if the dragon is slain.

If the Dragon dies, these effects fade over the course of 1d6 days.

 

Crystal dragons are the most neutral of dragon species. They are neither good nor evil by nature and tend to just serve their own needs.

The dragons lack any scales along their body. Instead they have a coat of hard blue crystals along their body acting as protection to their soft body. They can use their crystal breathe to repair and replace any broken crystals along their body during a short or long rest. 

Status: Crystal dragons are territorial to other dragons or any creature it deems a threat to its life. 

Collectors: Crystal dragons are not known to collect normal hoards like other dragons. Instead of gold they tend to amase crystals and various ores and minerals.

Crystal dragons tend to stick to their own in their lair. They are very rarely seen outside their lair typically only when hunting, defending its territory, or looking for a mate.

Habitat: MountainUnderdark

Stega

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