Medium Humanoid (Dragonborn, Gem), Typically Neutral
Armor Class 17 (Mental Defense)
Hit Points 75 (10d8 + 30)
Speed 30 ft., Fly 30 ft.
STR
16 (+3)
DEX
18 (+4)
CON
17 (+3)
INT
14 (+2)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws CON +6, INT +5, WIS +5, CHA +4
Skills Arcana +7, History +7, Perception +5
Damage Resistances Psychic
Condition Immunities Charmed, Frightened
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 15
Languages Common, Draconic, Telepathy 30 ft.
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Mental Defense. The gem dragonborn is immune to the charm or frightened condition.

Pack Tactics. The Skirmisher has advantage on an attack roll against a creature if at least one of the Skirmisher's allies is within 5 feet of the creature and the ally isn't incapacitated.

Sneak Attack. Once per turn, you can deal an extra 3d6 damage to one creature you hit with an attack if you have advantage on the attack roll.

Resistances and Breath Weapons are determined by color:

  • Amethyst - Force
  • Crystal - Radiant
  • Emerald - Psychic
  • Sapphire - Thunder
  • Topaz - Necrotic

  Gem Flight. The dragonborn can manifest spectral wings that provide a 30 ft. fly speed for 1 minute.

Actions

Multiattack. The Skirmisher makes two Telekinetic Throwing Axe attacks that return to the hand after throwing.

Telekinetic Throwing Axe. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4+4) slashing damage plus 10 (3d6) elemental damage.

Breath Attack(Recharge 6). The dragonborn exhales a wave of intense elemental energy in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 27 (6d8) damage on a failed save, or half as much damage on a successful one. The type of damage is determined by the Dragonborn’s natural affinity.

Bonus Actions

Dreamwalker.  As a bonus action, the Skirmisher can teleport to within 5 ft of the spot their axe occupies, (up to 30 ft away from the Skirmisher's current position), without provoking attacks of opportunity or expending any movement.

Reactions

After-image. Once per day, as a reaction when hit by an attack but before taking damage, you psychically mask your presence and become invisible as if affected by the etherealness spell, causing that attack to miss entirely, along with anything you are wearing or carrying, for up to 1 minute, or until you take or deal damage to an object or creature, whichever comes first. 

Description

 


Dragonborn of The Crystal Collective

Dragonborn within The Crystal Collective fulfill a variety of roles within their community.  Those proficient in physical labor will often supplement their strengths with martial training to become a member of the illustrious Vanguard, trained to protect hearth and home with a shield in one hand, and pride in the other.  Those proficient in hunting, tracking, and navigating the world beyond the caverns may become Skirmishers, gifted hunters with sharp instincts, adept at flanking and exploiting weaknesses of their prey. 

Dragonborn of The Crystal Collective that are more in tune with their natural psychic abilities find their powers grow with continued exposure to the crystals formations around them.  This can lead to visions or divinations to guide the Collective towards favor and fortune, eventually becoming an Oracle, a shamanistic priest commonly believed to read if not weave the golden threads of fate itself, for better or for worse.  Those that covet or exploit these secrets risk becoming known as a Witch instead.  While mysterious and reclusive, they are not seen as a threat to members of The Crystal Collective itself, however, all should be wary of catching the attention of one, whether by ire or interest.

Monster Tags: Psionic

PopRocks82

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