Legendary Resistance (3/Day). If the drake fails a saving throw, it can choose to succeed instead.
Crystalline Resistance. The drake is immune to petrification and gains a resistance to acid, fire, lightning and piercing damage
Multiattack. The drake can make 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 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.
Crystal Breath (Recharge 5–6); The dragon exhales crystals in a 45-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 30 (10d6) Piercing Damage and 4 (1d8) Constitution Damage as the crystals sap away at life, or half as much on a successful save.
The dragon can take 2 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.
Description
A stark yellow dragon, scales covered in clear crystals, that has lost its wings in a battle long ago, losing its sanity in the process. Now it prows mountain ranges eating crystals and making lairs in abandoned mines, attacking anything that dares enter its territory.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the drake takes a lair action to cause one of the following effects; the drake can’t use the same effect two rounds in a row:
- Crystals spring from a point on the ground the drake can see within 80 feet of it, creating a 20-foot-high, 5-foot-radius spear. Each creature in the spear’s area must make a DC 16 Dexterity saving throw, taking 21 (6d6) piercing 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 drake. Each creature other than the drake on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- (Place Holder)
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