Huge Dragon (Gem), Typically Lawful Neutral
Armor Class 20 (natural armor)
Hit Points 283 (21d12 + 147)
Speed 40 ft., Burrow 30 ft., Fly 80 ft.
STR
23 (+6)
DEX
12 (+1)
CON
24 (+7)
INT
18 (+4)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws DEX +8, CON +14, WIS +10, CHA +11
Skills Arcana +19, Deception +12, Perception +18, Stealth +8
Damage Resistances Fire
Damage Immunities Psychic
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Common, Draconic, Telepathy 120 ft.
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

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

Shift Perception (1/Day). The dragon can cast hallucinatory terrain, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17).

Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 15-foot-diameter tunnel in its wake.

Burn the Weave. The dragon warps the weave of magic around it. At the start of its turn roll a d6 and choose one of the following effects at random.

  • 1-2: Spell Negation: All magic within 30 feet of the dragon ceases to work, as if affected by an antimagic field.
  • 3-4: Chaos Warping: Any creature that casts a spell within 30 feet of the dragon must also make a roll on the wild magic table.
  • 5-6: Spell Siphon: All creatures within 30 feet of the dragon make a DC20 Con save or lose one spell slot of their highest level, and the dragon regains 15 (3d10) hp for each spell slot drained this way.

Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.

Living reactor. If a melee attack or starting your turn Within 15 ft of the living reactor you gain a D4 worth of Arcane radiation points.

Arcane radiation. while you have a point of Arcane radiation, and you are in the lair of Verna "The Bringer of Mind Fire" at the start of your turn you take a point of force damage for every point of Arcane radiation you have. if Verna "The Bringer of Mind Fire" hits with a attack against you they drain the points of Arcane radiation but that attack deal extra damage equal to the points drained away. Healing removes one point of Arcane radiation, Lesser restoration removes half the points of Arcane radiation rounded up, greater restoration removes all points of Arcane radiation and protects you for 24 hours.

Magic Weapons. The Verna "The Bringer of Mind Fire"'s weapon attacks are magical.

Reactive Mutations.. Immediately after the Verna "The Bringer of Mind Fire" takes damage, it gains resistance to that damage type. The Verna "The Bringer of Mind Fire" can have up to seven resistances from this trait. If the Verna "The Bringer of Mind Fire" has its maximum number of resistances, the oldest resistance is lost when a new one is gained.

Actions

Multiattack. The dragon makes one Bite attack and two Claw attacks.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 7) piercing damage plus 7 (2d6) psychic damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 7) slashing damage.

Disorienting Breath (Recharge 5–6). The dragon exhales a wave of psychic dissonance in a 60-foot cone. Each creature in that area must make a DC 22 Intelligence saving throw. On a failed save, the creature takes 42 (8d6) psychic damage, and (8d6) fire damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a d6 and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects.

Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17):

At will: mage hand (the hand is invisible), Mind Sliver,Reality Break (only as save to gain a 2d12 dice damage, effect).

1/day each: detect thoughts, dispel magic, etherealness, major imagemislead

Bonus Actions

Change Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.

Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.

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.

Claw. The dragon makes one Claw attack.

Psionics. The dragon uses Psychic Step or Spellcasting.

Emerald Embers (Costs 3 Actions). The dragon creates a dancing mote of green flame around a creature it can see within 60 feet of it. The target must succeed on a DC 17 Dexterity saving throw or take 31 (9d6) fire damage.

Lair and Lair Actions

An Emerald Dragon’s Lair

Emerald dragons dwell in enormous caverns, lava tubes, and tunnel networks deep within the earth. They favor warm spaces, particularly in volcanic regions. Over time, their psychic presence seeps into the land surrounding their lairs, expanding their awareness and subconsciously luring their favorite food—giant lizards—to settle and thrive in the region.

Emerald dragons use the features of their lairs to confuse and imperil intruders. They dig additional tunnels that allow them to move through their lairs in multiple ways and set traps leading to yawning chasms or pools and flows of lava.

Emerald dragons take great pains to hide the chambers that house their hoards and collected lore, often using illusion magic and subtle construction around the natural features of their lairs to conceal their central hoard chambers from mundane and magical sight.

The challenge rating of a legendary emerald dragon increases by 1 when it’s encountered in its lair.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row:

Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature.

Distort Perceptions. The dragon attempts to alter the perceptions of one creature it can see within its lair. That creature must succeed on a DC 15 Intelligence saving throw or take 22 (4d10) psychic damage and have disadvantage on saving throws until the start of its next turn.

Vanish. The dragon becomes invisible until initiative count 20 on the next round.

Regional Effects

The region surrounding a legendary emerald dragon’s lair is altered by the dragon’s magic, creating one or more of the following effects:

Crystal Profusion. Natural stone within 6 miles of the lair grows plentiful crystal formations and veins of emerald gemstones.

Fiery Sight. Fire and lava within 6 miles of the lair become conduits for the dragon’s psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components and targeting any area of fire or lava in that region.

Subtle Obstruction. Rocks within 6 miles of the dragon’s lair sometimes move of their own accord, usually when no one is watching. Often the rocks obstruct the approach to the emerald dragon’s lair, with boulders moving to block narrow defiles, way-markers tumbling off the path, or smaller stones shifting beneath travelers’ feet to send them tumbling down slopes or into rivers.

Thriving Wildlife. Giant lizards are attracted to the area within 6 miles of the lair and settle there in large numbers.

If the dragon dies, the population of giant lizards near the lair returns to normal levels over the course of 1d10 days. Rocks immediately stop moving of their own accord. The existing abundance of crystals and emeralds remains, but new ones form at a normal rate.

Deadman9768

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