Invisibility at will. As a bonus action the Crystal Drake can become invisible and remains so until it cancels, attacks, or is damaged.
Enhanced Senses. Blindsight 20', Darkvision 60', Sense Gems 20'.
Spell Immunity. Because of the nature of crystal-drake hides and their inherent magical abilities, some spells behave in an odd manner when used against such a creature. Color spray, energy drain, hypnotic pattern, lightning and other electrical attacks like shocking grasp, and sunray spells are instantly reflected back upon the caster. Magic missiles are reflected back to the caster only if the drake makes a saving throw vs. Wis, harming the drake if the saving throw is failed. Eyebite, prismatic sphere, prismatic spray, prismatic wall, and rainbow pattern spells have no effect on the drakes. Light and continual light spells cannot blind them—however, these latter two spells, if successfully cast on a crystal drake, blind anyone within 20’ who fails a saving throw vs. Dex. This blindness lasts 2-12 (2d6) rounds.
Illusionary Terrain (2/Day). The Crystal Drake can create an Illusion in a 120' Radius. Creatures caught inside must make an Intelligence Save at DC:15 + 2 per round failed. (ie... Int save DC:15 on round 1, DC:17 on round 2, DC:19 on round 3, etc...).
Spellcasting. The Crystal Drake is a 5-level spellcaster. Its spellcasting ability is CHA (spell save DC 16, +5 to hit with spell attacks). The Crystal Drake has following Warlock spells prepared:
Cantrips (at will): Chill Touch, Eldritch Blast, Prestidigitation, Sword Burst
1st level (4 slots): Expeditious Retreat, Hellish Rebuke, Unseen Servant, Witch Bolt
2nd level (2 slots): Mind Spike, Shatter
3rd level (1 slot): Gaseous Form
Multiattack. The drake can use its Illusionary Terrain. It then makes three attacks: one with its bite and two with its claws.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 5 (1d8+ ) Slashing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 7 (1d10- + 5) Piercing damage.
Breath Attack. Ranged Weapon Attack: +4 to hit, range 60º/120ft., up to 3 targets. Hit: 20 (3d8 + 4) Acid damage.
Consuming the following Gem Values as a bonus action will grant the stated power for the given time.
| Gemstone Type | Min. gp value Consumed | Effect and duration |
| Alexandrite | 100 | Adds Advantage to saving throws for one turn |
| Amber | 100 | Grants immunity to disease for 3 rounds, or cures same |
| Amethyst | 100 | Grants immunity to paralysis and poison for 1 turn, or cures same |
| Beryl | 100 | Improves armor class by two steps for 1 turn |
| Carbuncle | 100 | Allows use of polymorph self into dragon form 10 X larger (Adult) in size, once per week |
| Chrysoprase | 100 | Grants improved invisibility for 2-8 rounds |
| Coral | 100 | Grants immunity to insanity/mind invasion effects for 10 turns, or cures same |
| Hematite | 10 | Heals 5d4 hp damage, up to four times per day |
| Jacinth | 250 | Grants advantage on all saving throws for 2-8 hours |
| Jasper | 50 | Grants Advantage to saving throws vs. poison for 1 turn. |
| Lapis lazuli | 50 | Adds + 1 to attack rolls for 1 turn |
| Peridot | 250 | Adds +4 to all Damage rolls for 5 turns |
| Ruby | 100 | Adds Advantage to saving throws, and acts as a luckstone, for 1 turn |
| Sapphire | 250 | Allows the casting of known spells only as if one level higher for 1 hour |
| Topaz | 250 | Creates a Globe of Invulnerability around the eater for 3 turn |
Energy Relfection. Any Energy based attacks that hit will have 1/4 of the damage reflected back at the attacker. This does not include AOE damage from attacks like Fireball. However, All Electrical attacks are absorbed up to a total which matches the Crystal Drakes max hit points, at which time the drake may use the stored energy to send a bolt of lightening as though casting Lightning Bolt at 5th level.
Final Spark: is a dying act of the Crystal Drake. If the Drake is surrounded/dying and its young is in danger, the Crystal Drake will implode itself which turns everything organic in a 100 yard radius into crystal. DC 25 constitution death save. Only a Remove Curse cast by someone of 12th level or higher will restore the perfectly preserved organics to normal. Shattered organics are beyond restoration unless all pieces are assembled prior to the remove curse.
Description
This nomadic offshoot of the Crystal dragon prefers caves and caverns in uncivilized Mountains for its lairs, but lone wanderers may be found in any clime, especially near gem deposits. Some clans led by ancient crystal drakes have found their ways into the plane of elemental Earth, where they seek gems.
Crystal drakes are noted for their scintillating, crystal-like hides, and some unscrupulous hunters trap and kill these wondrous creatures to gain their skins. Crystal drake hides are popular in many lands and make beautiful leather apparel that flashes and sparkles in the light. Even lands that have outlawed the sale of crystal drake hides usually have buyers for these illegal goods. An unmarred hide from a mature, adult crystal drake brings as much as 10,000 gp. The crystal drake’s hide is the prime component of a robe of scintillating colors, but such hides must be specially gathered & treated for this purpose. The same hide that causes these miniature dragons to be hunted also gives them an unusually high armor class and immunity to many spells.
Though crystal drakes enjoy a good joke, they play their tricks only when they will not bring attention to their lairs. They often spy upon a passing group of intelligent creatures known to be carrying gems; if they satisfy themselves that the creatures are safe to trade with, these drakes might offer to trade gold and other items for jewels. This trading always takes place some distance from their lairs, as crystal drakes have learned to be very wary of travelers even friendly ones.
Crystal drakes can spit acid four times a day. They expel this acid with great force and accuracy (gaining a +4 to hit). This acid does double damage against creatures or objects composed of earth, stone, or crystal.
Crystal drakes are very fond of jewels, gems, and crystals. They each have two cheek pouches, much like hamsters, in which they can store up to four gems. Their senses of smell and taste are very keen, and they can actually sense the presence of precious stones within 20’. Indeed, crystals, gems, and jewels are a necessary part of a crystal drake’s diet. Each drake must consume at least 50 gp of gems per week, or its hide loses its crystalline sheen and the powers associated with it. A crystal drake loses one point of armor class per week without the diet of gems, down to a minimum of AC 12. Once its proper diet is reestablished, it gains its armor class back at the same rate. For each week without a gem diet, there is a cumulative 25% chance that its spell-reflecting power will not function. After one month without eating the required amount of gemstones, the crystal drake’s immunity to the spells given above is lost, and its hide becomes a dull gray. Even if the specific spell immunity is lost, the crystal drake still retains its natural resistance to magic.
As a bonus action, Ingesting certain gemstones has strange effects upon crystal drakes. They are aware of these effects and often carry some of these gems in their mouth pouches for emergencies. For a gemstone to affect a crystal drake, a minimum amount of that particular gem must be consumed. These gems and effects are given in the Table below. Only one of these gem effects can be in effect at one time. If a new gem is ingested before the effects of the last gem is over, the prior effects are lost.
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