Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
innate spellcasting
the dragons spellcasting ability is charisma
3/day:cure wounds,calm emotions
1/lesser restoration,intellect fortress (cast at 9th level)
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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) 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.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
force. breath The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) force damage on a failed save, or half as much damage on a successful one.
exploding gem breath. The dragon shoots a giant gem at a point within 60ft of it.everyone within 15ft of the point must make a dc 21 dexterity save or take 77(14d10) piercing damage or half as much on a successful one.
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 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Lair and Lair Actions
A Amethyst Dragon’s Lair
amethyst dragons make their homes in locations of notable history and past events.
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 glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
- a wave of purity washes over the lair. until initiative count 20 on the next round, spells of 3rd level or higher can not be cast
Regional Effects
The region containing a legendary gold dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- figments of historical events in the area replay.these events are acted out by specters who will attack en mass anyone who interupts the performance
- all historical records within 5 miles of the dragons lair are edited to be more accurate to real events.Said records never betray the influence of any involved gem dragons.
- people find it easier to clear their mind and make plans and can cast augery as a ritual with no components once per day while in the region.
If the dragon dies, these effects end immediately.
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