Colossal. The dragon is one size category bigger then Gargantuan.
Innate Spellcasting (Psionics). The dragon’s spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). The dragon can innately cast the following spells, requiring no material components:
At Will: Command, Dancing Lights, Detect Magic, Dispel Magic, Greater Restoration, Guidance, Hypnotic Pattern, Invisibility (self only), Mage Hand (the hand is invisible), Telekinesis, Thaumaturgy
3/day each: Divination, Forcecage, Plane Shift, Reverse Gravity, Time Stop
Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.
Magic Weapons. The dragon's attacks are considered magical.
Regeneration. The dragon regains 10 hit points at the start of each of its turns if it has at least 1 hit point.
Siege Monster. The dragon deals double damage to objects and structures.
Multiattack. The dragon makes four attacks: one with its Bite, two with its Claws, and one with its Tail.
Bite. Melee Weapon Attack: +15 to hit, reach 25 ft., one target. Hit: 24 (3d10 + 8) piercing damage plus 18 (4d8) radiant damage.
Claw. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 18 (3d6 + 8) slashing damage. On a hit, if the target is Huge or smaller, it is grappled (escape DC 18) and is restrained until this grapple ends. The dragon has two claws, each claw can grappled one target at a time.
Tail. Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage. On a Hit, the target must succeed on a DC 23 Strength saving throw. On a failed save, the target is knocked prone.
Scintillating Breath (Recharge 5–6). The dragon exhales a burst of brilliant radiance in a 150–foot cone. Each creature in that area must make a DC 24 Constitution saving throw. On a failed save, a creature takes 63 (14d8) radiant damage. On a successful save, a creature takes half as much damage. The dragon then gains 30 temporary hit points by absorbing a portion of the radiant energy.
Change Shape. The dragon magically transforms into any beast or humanoid that is Large or smaller, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it.
Icy Dagger. The dragon launches a frozen knife towards one target in can see with 150 feet of it. The target must succeed on a DC 24 Dexterity saving throw. On a failed save, the target takes 36 (8d8) cold damage.
Psychic Step. The dragon magically teleports, along with any equipment it is wearing and carrying, up to 60 feet to an unoccupied space it can see.
The dragon can take 5 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 each of its turns.
Attack. The dragon makes one Claw or Tail attack.
At–Will Spell. The dragon casts one of its “At–Will” spells, from its Innate Spellcasting list.
Detect. The dragon makes a Wisdom (Perception) check.
Teleport. The dragon uses its Psychic Step action.
Bite (Costs 2 Actions). The dragon makes one Bite attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 30 feet of it must succeed on a DC 23 Dexterity saving throw. On a failed save, a creature takes 18 (3d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Starlight Blast (Costs 3 Actions). The dragon launches a beam of light that explodes at a point it can see within 150 feet of it. Each creature within a 30–foot–radius sphere centered on that point must succeed on a DC 24 Dexterity saving throw. On a failed save, a target takes 22 (4d10) radiant damage and is blinded until the end of its next turn. On a successful save, a target takes half damage and is not blinded.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: the dragon cannot repeat an effect until they have all been used, and it cannot use the same effect two rounds in a row:
- Beguiling Whisper. The dragon telepathically whispers to one creature it can see within 150 feet of it. The creature must succeed on a DC 20 Wisdom saving throw. On a failed save, the creature is charmed by the dragon until the start of the next lair action (initiative count 20).
- Ice Passage. The dragon can open a passage through a wall of ice or snow that is up to 5 feet thick, creating an opening up to 30 feet wide and high.
- Starlight’s Gleam. The dragon chooses a point it can see in the lair. Gleaming starlight radiates from that point to fill a 10–foot–radius sphere with dim light. Each creature other than the dragon in that area when the light appears must succeed on a DC 20 Dexterity saving throw. On a failed save, a creature takes 13 (2d12) radiant damage and be outlined in the glow. Attack rolls made against an outlined creature have advantage, and the creature cannot hide or benefit from being invisible. The starlight and the glow around any creature fades at the start of the next lair action (initiative count 20).
Regional Effects
The region surrounding a legendary crystal dragon’s lair is altered by the dragon's magic, creating one or more of the following effects:
- Clear Skies. The skies above a crystal dragon's lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat to those approaching the lair, and visibility is the best possible for the time of day.
- Crystal Profusion. Plentiful quartz crystals form in natural stone within 10 miles of the lair, particularly in places where natural light can shine on the crystals.
- Icy Sight. Ice and quartz within 10 miles of the lair become conduits for the dragon’s psionic presence. As an action, the dragon can cast the Clairvoyance spell, requiring no spell components and targeting any ice or quartz crystals in that region.
- Positive Energy. Any creature that finishes a long rest within 10 miles of the lair regains two additional spent Hit Dice.
- Thriving Wildlife. Animal populations flourish within 10 miles of the lair. Ability checks made to forage for food by hunting, fishing, or trapping in that area are made with advantage.
If the dragon dies, the animal population near the lair returns to normal levels over the course of 2d10 days. The increased Hit Die recovery ends immediately. The existing abundance of quartz crystals remains, but new crystals form at a normal rate.
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