Huge Dragon, Lawful Neutral
Armor Class 19 (natural armor)
Hit Points 225 (18d12 + 108)
Speed 40 ft., Burrow 40 ft., Fly 80 ft., Climb 40 ft.
STR
23 (+6)
DEX
16 (+3)
CON
21 (+5)
INT
18 (+4)
WIS
17 (+3)
CHA
18 (+4)
Saving Throws DEX +8, CON +10, WIS +8, CHA +9
Skills Perception +12, Stealth +5
Damage Immunities Thunder
Condition Immunities Charmed, Frightened
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Common, Draconic, Telepathy 120 ft
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

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

Spider Climb.

The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Tunneler. 

The dragon can burrow through solid rock at half its burrow speed and can choose to leave a 10-foot-diameter tunnel in its wake.

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: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) 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 17 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.

Scream of Death (Recharge 5–6). The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 60-foot-cone. Each creature in that cone must make a DC 18 Constitution saving throw. Taking 45 (13d6) thunder damage on a failed save, and is incapacitated for until the end of its next turn. On a successful save, the creature takes half damage and isn't incapacitated.

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, with advantage if in it's lair.

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 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

A magnificent cave, covered in gleaming crystals and gemstones of varying types, colours, and sizes. Each crystal and gem are pure, with no impurities, perfect.. 

The torchlights reflect off of the glasslike crystals, illuminating the entirety of the cavern. It seems to be empty, devoid of life, a place perfect to be mined for it's goods.

But if any dare try to take even a single piece from this cave, a huge dragon arises from seemingly nowhere, their crystals have fused with their brilliant scales, having them perfectly blend in with the cave around them. 

You have stumbled into a Crystalline Dragons lair, and you must pay the price for your greed.

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 targets a creature within 120 feet of it that can hear and understand it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the following round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to itself.
  • The dragon touches a section of crystal up to 10 feet in any dimension. The dragon can form the crystal into any shape that suits its purpose.
  • A wall of crystal springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 1 foot thick. When the wall appears, each creature in its space is pushed to either side of the wall the creature wants. Each 5-foot section of wall has AC 17, 20 hit points, vulnerability to thunder damage, and immunity to poison and psychic damage. The wall vanishes when the dragon uses this lair action again or when the dragon dies.

Habitat: MountainUnderdark

Lilnomipfu

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