Large Dragon, Neutral
Armor Class 19 (natural armor)
Hit Points 256 (19d12 + 133)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
24 (+7)
DEX
18 (+4)
CON
22 (+6)
INT
16 (+3)
WIS
16 (+3)
CHA
21 (+5)
Saving Throws DEX +8, CON +10, WIS +7, CHA +9
Skills Arcana +8, Deception +5, Perception +13, Persuasion +5, Stealth +6
Damage Immunities Fire
Condition Immunities Paralyzed, Poisoned
Senses Darkvision 120 ft., Passive Perception 25
Languages Celestial, Common, Draconic, Dwarvish, Elvish, Giant, Goblin, Halfling, Undercommon
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

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

Crystaline Cuts. Cassie, as a geode dragon and therefore a geode, whose body is essentially a sentient crystal, can be physically broken such as sliced, cut, chipped, or fractured, and be pieced back together with little to no consequence so long as most of the pieces are there and can be connected. While in pieces, even if just a head or shattered worse, she remains conscious and can somewhat feel and better manipulate most pieces. She heals with use of time, minerals, or lava. The latter being the most efficient. 

(she also has a bag of gem dust made from her horns after they were ground into what is essentially sharp purple glitter.)

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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) 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.

Shard Scales (Recharge 5–6). The dragon launches five of its scales at each enemy within a 40ft. radius. Each creature in that area must make a DC 17 Dexterity saving throw, taking 63 (8d12) 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 10 feet of the dragon must succeed on a DC 22 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

It's Cassie! In dragon form, her scales have a covering of stone but beneath that, it's varying types of quartz, mainly amethyst, that match the large geode cave she lives in. With two sets of both horns and eyes, and a tail that ends with a sharp amethyst crystal on the end. Her wings are feathered, oddly enough, and like her scales, her feathers have a layer of stone with various crystals and quartzes underneath. 

Lair and Lair Actions

Within a mountain that formed hollow and therefore was made into possibly the world's largest geode, or collection of geodes, Cassie and Hersoa reside. There's no permanent entrance, though the mountain splits and forms a door for either of the two, or guests, to enter or exit. The walls and floor are made of crystal, varying quartz types such as amethyst, jasper, and a variety of others, though the floor is flattened for easy walking access. In one sectioned off part of the cave, an underground stream flows and small pieces of life have formed around it, such as fungi, moss, and vines. The stream is about 4-5ft. deep. In another sectioned off part of the cave, the innermost area of the mountain hasn't solidifed yet and remains a heat source, a small lavafall which has a surrounding area almost like a fireplace. There's a dip in the floor that seems carved about 5 feet deep where the lava gathers into a small pool. 

 

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:

  • Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
  • A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.

Regional Effects

  • The region containing a legendary red dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:There always seems to be something.. off, about that mountain. It's hard to put a finger on, because it seems like it's really just a mountain. No mining has ever taken place there, nor is it land under kingdom rule. But still, something always seems off about it.

Habitat: HillMountain

WithFlowersOrWithChaos

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