Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Innate Spellcasting (Psionics). The dragon's innate spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no components:
At will: color spray
3/day: charm monster
1/day: confusion
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: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) 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 16 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.
Radiant Breath (Recharge 5–6). The dragon releases a cone of brilliant light in a 40-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, on a failed save they take 38 (11d6) radiant damage and are blinded for 10 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.
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 18 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
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.
Breaking news
Breaking News: A new dragon species has migrated to the mountains to the north. It is the rare Crystal Dragon species, There is a bounty on its head and lair for 100 Electrum. It is suggested that highly experienced people go and attempt to bring it down. There is little to no research on the beast so an even bigger reward will be earned if the beast it alive. Known facts: Shoots a beam of light strong enough to injure and kill anyone in its way, Has very strong skin, Look for these signs to know when it is near: Glowing light, Clear weather, Highly reflective snow and Ice for a mile around. These are majestic and beautiful beasts but unless new evidence is shown it will considered an attack on sight beast. Good luck out there everyone. This is the story I used to start a quest to hunt this dragon and I felt the need to show it.
Good to hear someone else is using this! I hope you and your players find the stargazer a worthy addition to your world.