Large Dragon, Chaotic Neutral
Armor Class 17 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 40 ft., swim 40 ft., fly 80 ft.
STR
18 (+4)
DEX
10 (+0)
CON
19 (+4)
INT
11 (+0)
WIS
14 (+2)
CHA
13 (+1)
Saving Throws DEX +3, CON +7, WIS +5, CHA +4
Skills Perception +8, Persuasion +5, Stealth +3
Damage Resistances Cold
Damage Immunities Radiant
Condition Immunities Blinded
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 18
Languages Common, Draconic
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Innate Spellcasting (Psionics). The dragon's innate spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no components:

3/day: charm monster

1/day: confusion

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Radiant Breath (Recharge 5–6). The dragon releases a cone of brilliant light in a 20-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, on a failed save they take 35 (10d6) radiant damage and are blinded  for 5 minutes, on a successful save they take half as much damage and are not blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

Lair and Lair Actions

A Crystal Dragon’s Lair

Crystal dragons build beautiful mansions out of compacted snow and ice. They favor cold open places with a view of the sky and enjoy spending their nights staring up at the stars.

A legendary crystal dragon’s lair is an amazing sight to behold. Over the course of their lives they build a palace from ice and packed snow, creating lodging for guests, perches to stargaze from, and defenses to guard their treasures.

Crystal dragons are generally friendly and curious, usually attempting to get to know visitors to it's home if they seem interesting or friendly themselves. However it has no issue fighting if they feel threatened.

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:

  • Light is focused onto the dragon's scales causing it to shine with blinding light, all attacks made against the dragon have disadvantage. This effect lasts until initiative count 20 on the next round.
  • The dragon creates a 20-foot-radius sphere of light and shadow on the ground, giving it a disorienting shifting pattern. Creatures who rely on vision treat this sphere as difficult terrain. This sphere remains until the dragon dies or uses this lair action again.
  • The dragon causes spikes of crystal to fly at up to three creatures that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.

Regional Effects

The region containing a legendary crystal dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Ice within 1 mile of the dragon's lair slowly becomes bright and clear, able to reflect and bend light like a prism.
  • The weather within 6 miles of the dragon's lair is unusually clear, rarely staying cloudy for long.
  • The crystalline mansion of the dragon gives off dim light. The dragon can extinguish this light at any time.

If the dragon dies, the light goes out immediately and the strange weather fades within 1 day. All other changes to the landscape remain.

Habitat: ArcticMountain

RyanSG

Comments

Posts Quoted:
Reply
Clear All Quotes