Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Dazzling 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 18 Wisdom saving throw or become charmed 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 Dazzling Presence for the next 24 hours.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one.
Blinding Breath. The dragon exhales a brilliant light in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be blinded 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.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
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 21 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.
Description
Of the gem dragons, crystal dragons are the most likely to interact with people. They are curious and intelligent, and always looking to learn about people's thoughts and feelings.
At birth, crystal dragons can be easily mistaken for white dragons. Their glossy white scales can only be determined to be those of a crystal dragon under bright light, such as sunlight, which causes the scales to photoluminesce. As the dragon ages, its scales will become translucent, scattering light around it into brilliant rainbows as it moves.
Motherly Dragons. Crystal dragons and white dragons sometimes fight over territory. In part due to their conflict with the white dragons, and in part due to the way young white dragons look similar to young crystal dragons, crystal dragons will often steal white dragon eggs or young to raise as their own. White dragons raised by crystal dragons will take on the personality features of the crystal dragon that raised them.
Good Listeners. Crystal dragons enjoy listening and trying to understand the thoughts of humanoids and other dragons. Through their willingness to listen, they often help the other learn more about themselves.
Neutral State. Crystal dragons are unlikely to start fights. Their curiosity would have them prefer to observe and converse with any intruders. Although they do not usually attack first, crystal dragons will furiously defend themselves and their young if attacked.
Horde of Memories. Crystal dragons keep atop their horde items which remind them of the past. Items such as the scales of a dead family member, the armor of an adventurer that often visited, and the crown of a nearby kingdom that has long since disappeared can be found in an ancient crystal dragon's cave.
Lair and Lair Actions
A Crystal Dragon’s Lair
Crystal dragons adore the sky, and so they build their lairs in high places like mountains and areas with clear beautiful skies like the far north. They dig their caves facing towards their favorite stars.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- One creature the dragon can see within 120 feet of it must succeed on a DC 15 Wisdom saving throw or be charmed. While the target is charmed, the dragon has a telepathic link with it as long as they are on the same plane of existence. The dragon can use this telepathic link to issue commands to the creature while the dragon is conscious (no action required), which the creature does its best to obey. The dragon can specify a simple and general course of action, such as “Attack that creature”, “Run over there”, or “Fetch that object”. If the creature completes the order and doesn’t receive further direction from the dragon, it defends and preserves itself to the best of its ability. To escape, the creature must use its action to make a Wisdom check contested by the dragon’s. If the creature wins, it regains control. Otherwise, the effect ends on initiative count 20 on the next round.
- A powerful wind pulses through the area. Each creature within 120 feet of the dragon must travel as if through difficult terrain as the wind pushes against them. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished. The wind lasts until the dragon uses this lair action again or until the dragon dies.
Regional Effects
The region containing a legendary silver dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects.
- Crystals will begin to grow out of the ground in large clusters within 6 miles of the lair.
- Cave entrances within 1 mile of the dragon’s lair form portals to the Elemental Plane of Air, allowing creatures of elemental air into the world to dwell nearby.
- Over time, the dragon will use snow and ice from the area to create pillars, walls, structures, and statues that are hard as stone.
If the dragon dies, the portals end immediately, and the other effects fade in 1d10 days.
Previous Versions
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6/21/2021 5:18:56 AM
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1.0
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7/8/2021 7:25:06 AM
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16
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1
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1.5
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Coming Soon
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7/8/2021 7:30:42 AM
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6
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2
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1
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Coming Soon
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