Gargantuan Dragon, Neutral
Armor Class 22 Natural Armor
Hit Points 359 (21d20 + 138)
Speed 40 ft., Fly 80 ft., Climb 40 ft., Swim 40 ft.
STR
27 (+8)
DEX
13 (+1)
CON
25 (+7)
INT
18 (+4)
WIS
16 (+3)
CHA
19 (+4)
Saving Throws DEX +8, CON +14, WIS +10, CHA +11
Skills Deception +11, Perception +14, Stealth +9
Damage Immunities Acid
Senses Blindsight 60ft, Darkvision 120ft, Passive Perception 27
Languages Common, Draconic, Primordial
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Amphibious. The dragon can breathe air and water.

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

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: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 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 19 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.

Acid Breath (Recharge 5–6). The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one.

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.

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 15 feet of the dragon must succeed on a DC 23 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

The  most strange of the Mineral Dragons, the Alexandrite dragon only wishes to live it's life in a unique way. The dragon no scent. Its eyes are the same color as opal with a topaz color for the center. The Scales of the Dragon are a pale purplish blue, gem-like with a multicolored tint along the edges. Its hard feet and strong wings help it scale cliffs with ease. 

Swamp and Cliff Masters. Alexandrite Dragons prefer to make their lairs and domains inside cliff sides located, above swamps where they can hide their horde and rest in piece away from prying eyes. 

Strange Eaters. Alexandrite dragons eat rodents and Topaz and other gems as well as Alexandrite crystals as its food, but it prefers diet are opal gems which can be used to bargain with the Dragon.

 Scavenger. Alexandrite Dragons will occasionally polymorph into humanoids or animals to search tombs, ruins and forgotten places for treasure..

 

Lair and Lair Actions

The Alexandrite dragon loves to make it's lair in crystal filled caves inside swamps and mountains where most creatures do not like to venture, this gives them privacy to gather their horde which it hides under piles of bones from the animals they have killed, these lairs are full of crystals which the dragon can command with it's mind from the center of it's lair. making several floors in a maze like style so that no intruders cannot easily find the base of the dragon's lair.  False walls in the lair hide secret antechambers where the dragon stores valuable ores, art objects, and other oddities it has collected over its lifetime. Worthless items are put on display in open caves to tantalize treasure seekers and distract them from where the real treasure is hidden.

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:

  • The dragon chooses a 10-foot-square area on the ground where a crystal is located. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20.
  • The dragon chooses a point on where a crystal is located in its lair. Crystal spikes sprout from the ground in a 20-foot radius centered on that point, each creature must make a DC 15 Dexterity saving throw or take  21 (6d6) piercing damage if hit with the tip of the crystal, bludgeon damage if hit with the edge of the crystal or if within 5ft of the crystal take force damage. 
  • Pools of water that is within 120 feet of a crystal surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.

Regional Effects

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

  • The lair is surrounded by glowing purplish crystals (If a creatures bare skin touches the crystals take 1d4 acid damage), these crystals create a light in a 5ft radius, and the dragon has the ability to see out of these crystals.
  • The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.
  • Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 1 mile of the dragon’s lair. These creatures speak well of the dragon, but can’t divulge its whereabouts.

If the Alexandrite dragon dies, these effects fade over the course of 1d10 days.

Habitat: MountainSwamp

BrokenSoulx

Comments

Posts Quoted:
Reply
Clear All Quotes