Gargantuan Dragon, Lawful Evil
Armor Class 24 (natural armor)
Hit Points 546 (35d20 + 252)
Speed 50 ft., Fly 80 ft., Swim 40 ft.
STR
30 (+10)
DEX
14 (+2)
CON
30 (+10)
INT
16 (+3)
WIS
30 (+10)
CHA
14 (+2)
Saving Throws STR +19, DEX +11, CON +19, WIS +19
Skills Insight +10, Perception +17, Persuasion +16, Stealth +9
Damage Vulnerabilities Acid
Damage Resistances Cold, Psychic
Damage Immunities Force, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine or Silvered
Condition Immunities Charmed, Frightened, Paralyzed, Petrified
Senses Blindsight 120 ft., Darkvision 200 ft., Passive Perception 30
Languages Common, Draconic
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Immunity to any spells that might alter it's form. 

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: +16 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.

Tail. Melee Weapon Attack: +16 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 23 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.

Breath Weapons (Recharge 4–6). The dragon uses one of the following breath weapons.

Force Breath. The dragon exhales pure magical force in an 60-foot line that is 15 feet wide. Each creature in that line must make a DC 19 Intelligence saving throw, taking 80 (15d10) force damage on a failed save, or half as much damage on a successful one.

Blinding Breath. The dragon exhales fine particles of dust in a 25-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw or become blinded for 5 minutes. This effect ends for a creature if the creature succeeds on a DC 22 Wisdom saving throw or if the blindness is cured, magical or otherwise.

Spellcasting (Psionics). The dragon casts one of the following spells, at it's highest available level, requiring no spell components and using wisdom as the spellcasting ability (spell save DC 24, +16 to hit with spell attacks):

5/day each: Blink, Levitate, Dispel Magic, Freedom of Movement, Globe of Invulnerability, Plane Shift, Protection from Evil and Good, Sending, Counterspell

3/day each: Power word kill, Time Stop, Flesh to Stone, Harm, Heal

Bonus Actions

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.

Invisibility. The dragon turns invisible for 2 rounds, as if using the invisible spell.

Legendary Actions

The dragon can take 6 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.

Psionics (Costs 2 Actions). The dragon uses Psychic Step or Spellcasting.

Explosive Crystal (Costs 3 Actions). The dragon spits an amethyst that that explodes at a point it can see within 60 feet of it. Each creature within a 20-foot-radius sphere centered on that point must succeed on a DC 23 Dexterity saving throw or take 18 (4d8) force damage and be knocked prone.

Lair and Lair Actions

An Amethyst Dragon's Lair

A amethyst dragon lairs in mountain caves and sometimes in the Underdark. It’s lair consists of several interconnected chambers, dug out by the dragon’s own massive claws with the skill of a stone mason.

Lair Actions

On initiative count 20 (losing initiative ties), the amethyst dragon takes a lair action to cause one of the following effects; the amethyst dragon can’t use the same effect two rounds in a row:

  • The dragon creates cloud of dust. The dust cloud lasts until initiative count 20 on the next round. Every creature within the cloud has disadvantage on Wisdom (perception) checks and disadvantage on attack rolls until the cloud dissipates. Creatures with blindsight are unaffected by the dust cloud.
  • The dragon lets out a roar as the ground rumbles, 3 amethyst spikes shoot up from the ground underneath random hostile creatures. Make attack rolls (+10 to hit) on 3 random creatures that are hostile to the dragon. If the attack hits the creature takes 6d8 piercing damage and is thrown back 5 feet away from the dragon.
  • The dragon causes the ground to shake in a radius of 20 ft at a point it can see within 120 ft of it. Any creature within the ground shake’s radius has to succeed on a DC 15 Dexterity saving thrown or be knocked prone.

Regional Effects

The region containing a legendary Amethyst dragon’s lair is warped by the dragon’s magic.

  • Small earthquakes are common within 6 miles of the dragon’s lair.
  • Tunnels and caverns twist and turn and tend to have adventurers travel in circles.
  • Anyone within 3 miles of the dragon’s lair might be suspect to boosts of seriousness or melancholy.

If the dragon dies, the changes in mood disappear immediately. The ground shakes and twisting tunnels disappear within 1d10 days of the dragon’s demise.

Previous Versions

Name Date Modified Views Adds Version Actions
10/16/2022 10:12:58 AM
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Habitat: MountainUnderdark

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