Huge Dragon, Lawful Neutral
Armor Class 22 (natural armor)
Hit Points 546 (28d20 + 252)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
30 (+10)
DEX
14 (+2)
CON
29 (+9)
INT
18 (+4)
WIS
17 (+3)
CHA
28 (+9)
Saving Throws DEX +10, CON +17, WIS +11, CHA +17
Skills Insight +10, Perception +17, Persuasion +16, Stealth +9
Damage Immunities Force, Slashing
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages Common, Draconic
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.

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

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

Tail. Melee Weapon Attack: +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 24 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 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) force damage on a failed save, or half as much damage on a successful one.

exploding gem breath

the dragon chooses a point within 90ft  of them lauching a giant gem at the point.Each creature within 30ft of the point must make a DC 24 Dexterity saving throw, taking 82 (13d10) piercing damage on a failed save, or half as much damage 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 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.

Lair and Lair Actions

A amethyst Dragon’s Lair

 amethyst dragons make their homes in places of historical significance such as ruins,battlefields and old labs or schools.

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 in the lair 

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:

  • events that occured within the area,replay at various points in time and place.The actors in these plays are specters who will attack those that intterupt them.
  • all historical records in the area are editited to higher accuracy to what happened.However,all refernence to gem dragons is removed in these records.
  • it is easier to thinks and plan in the area 

If the dragon dies, these effects end immediately.

Habitat: ForestGrassland

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