Gargantuan Dragon, Neutral
Armor Class 22 Natural Armor
Hit Points 546 (28d20 + 252)
Speed 40 ft., Fly 80 ft., Climb 40 ft.
STR
30 (+10)
DEX
14 (+2)
CON
29 (+9)
INT
18 (+4)
WIS
17 (+3)
CHA
28 (+9)
Saving Throws DEX +9, CON +16, WIS +10, CHA +16
Skills Insight +10, Perception +17, Persuasion +16, Stealth +9
Damage Resistances Cold
Damage Immunities Radiant
Condition Immunities Poisoned
Senses Blindsight 60ft, Darkvision 120ft, Passive Perception 27
Languages Common, Draconic, Primordial
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/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.

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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) radiant damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) 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 21 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 exhales White flames in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) Radiant damage on a failed save, or half as much damage on a successful one. Every creature in that area also must make a DC 15 Constitution saving throw or be blinded till the end of their next turn.

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 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

The most Pure of the Mineral Dragons, Diamond dragons have no tolerance for evil within their domain and will kill all evil creatures without mercy. The dragon is surrounded by a flower filled scent. Its eye are black with a blue center. The Scales of the Dragon are  white, gem-like with a transparent edge.

Light Masters. Diamond Dragons prefer to make their lairs and domain on top of snow peaks closest to the light of the sun, where is basks in the light before it goes into it's crystal filled caves on top of the mountain. 

Non-Eaters. Diamond dragons can and will eat anything, but do not require the need to eat for long periods of time, devouring gems when it does need to eat. 

Life seekers. The Diamond dragon will polymorph to explore the world, looking for new riches, helping those it can and gaining knowledge, spreading a name for itself so long after it's death that it will be remembered. 

Lair and Lair Actions

The Diamond dragon makes it's lairs on top of snow covered peaks on the mountains closest to the sun, the entrance is usually hidden by snow on the very top of the mountain, the lair spirals downwards in a maze-like pattern, each room is fully lit by shining white crystals, the light is so bright it is almost blinding. The dragon uses these crystals to communicate with intruders or to defend its lair. 

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:

  • Magical light spreads from a point the dragon chooses within 60 feet of a crystal in it's lair, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The light spreads around corners. A creature can’t see through this light, and magical darkness can’t illuminate it. Creatures are blinded when in the light and all sounds become muffled.
  • The dragon chooses a point on the where a gem is located in it’s lair. Crystal spikes sprout from the ground in a 20-foot radius centered on that point. A creature that views the crystals  must then make a DC 15 Charisma saving throw or they enter a trance to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon. If the creature wins, it escapes the trance and is laying on the ground. If the creature was pierced or hit by crystal spike, they 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. 
  • The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round..

Regional Effects

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

  • Banks of beautiful, sparkling mist manifest within 6 miles of the dragon’s lair. The mist doesn’t obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non-evil creatures in the mist, warning such creatures of the danger. It also reveals illusions of a creature's happiest good memory, and their dreams and loved ones to distract them from approaching the dragons lair.  
  • Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon’s lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.
  • The lair is surrounded by shining crystals (If a creatures bare skin touches the crystals take 1d4 radiant damage), these crystals shine light in a 10ft radius, and the dragon has the ability to see out of these crystals. If a creature enters 5ft of a crystal with their eyes exposed, they become blinded until the end of their turn. 

If the Diamond Dragon dies, these effects fade over the course of 1d10 days.

Habitat: ArcticMountain

BrokenSoulx

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