Huge Dragon (Gem), Typically Neutral
Armor Class 19 (natural armor)
Hit Points 207 (18d12 + 90)
Speed 40 ft., fly 80 ft., walk 40 ft., burrow 30 ft.
STR
24 (+7)
DEX
18 (+4)
CON
20 (+5)
INT
16 (+3)
WIS
20 (+5)
CHA
22 (+6)
Saving Throws DEX +10, CON +11, WIS +11, CHA +12
Skills Insight +11, Nature +11, Perception +11, Persuasion +12, Stealth +10
Damage Immunities Force
Condition Immunities Petrified
Senses Darkvision 60 ft., Tremorsense 40 ft., Passive Perception 21
Languages Common, Draconic, Druidic, Sylvan, Telepathy 120 ft.
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Innate Spellcasting. The Dragon's spellcasting ability is Wisdom(spell save DC 19). The Dragon can innately cast the following spells, without material components:
At will: druidcraft, speak with animals
1/day each: create or destroy water, daylight, insect plague, plant growth

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

At will: detect thoughts, hypnotic pattern
1/day each: calm emotionsdispel magic, hold person

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

Natural Camouflage.
The adult Amber Dragon has advantage on Dexterity(Stealth) checks made to hide in rocky and woodland terrain.

Spider Climb. The adult Amber Dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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

Actions

Multiattack. The Dragon makes three melee attacks. Alternatively, it makes two Amber Spine attacks.

Amber Spine. Ranged Weapon Attack: +9 to hit, reach 30/200 ft., one target. Hit: 16(3d8+4) piercing damage.

Bite.
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit:  18(2d10+7) piercing damage plus 4(1d8) force damage.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit:  14(2d6+7) slashing damage.

Sap Breath.(Recharge5-6). The Dragon exhales a blast of liquid resin in a 60-foot cone. Each creature in that area must make a DC 21 Constitution saving throw. On a failed save, a creature takes 58(13d8) force damage and becomes encased in rapidly hardened amber for 1 minute. A creature encased in this amber has its speed reduced to 0. The amber has an AC of 15 and 15 hitpoints. A creature encased in the amber can break out of the amber on a DC 15 Athletics check, or by attacking the amber and reducing it to 0 hitpoints. On a successful save, a creature takes half as much damage and isn't encased in amber.

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, hitpoints, 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.

Bonus Actions

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

Legendary Actions

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(Costs 2 Actions). The Dragon uses Psychic Step or Spellcasting.
Ambarricade(Costs 3 Actions). The Dragon creates a wall of amber 30 feet wide, 10 feet tall, and 5 feet thick on a solid surface it can see within 120 feet. When the wall appears, any creature in its area must make a DC 21 Dexterity saving throw or take 31(9d6) force damage and be pushed 5 feet out of the wall's space, appearing on whichever side of the wall it wants. The wall has an AC of 15 and 15 hitpoints, with immunity to psychic damage. The wall disappears at the end of the Dragon's next turn.

Description

After a few centuries of life, Amber Dragons no longer resemble the diminutive, amber colored wyrmlings they once were. At this stage in an Amber Dragons life, their scales have toughened to the point of being stronger than most forged armor, and their bark-like coloration now is interspersed with veins and various patterns of dull, amber scales with eyes the hue of warm, glowing amber. The central, curved horn of an Amber Dragon, once a mere nub, will have extended into a prominent, scythe-like horn that males of the species often use in courting displays or carving gouges in trees and rocks to mark the borders of their preferred territory. Adult Amber Dragons at this stage will have spent countless decades delving into Druidic magic, and a great many Amber Dragons rise up to form their own Druid conclaves and teach others to respect the natural order and defend it from harm. Amber Dragon hoards don't consist primarily of what most would consider treasure, such as gems and coin. Rather, Amber Dragons primarily love to collect things belonging to or associated with nature. Fossils, fine animal hides, amber, wood carvings, or even just an interesting rock and the like are all things one would typically expect in an Amber Dragon's hoard. While many Amber Dragons tend to remain on the neutral side of things, acting only as woodland caretakers and getting involved in affairs only if they threaten their territory, Amber Dragons are just as likely to go out and offer help against evil, or take on an insidious bent and establish themselves as terrible warlords that destroy rather than preserve. Regardless of alignment, most Amber Dragons are described as generally charismatic and cunning. Even solitary and neutral Amber Dragons at least treat visitors with comfortable accommodations and engage in pleasant conversation.

Lair and Lair Actions

An Amber Dragon's Lair
After a century of living, young Amber Dragons typically choose to sequester themselves in dense woodland or craggy caves to stake out their lairs, often at the furthest edges of civilization. Lairs often include deep, ancient caves carved into the rock personally by an Amber Dragon, but usually they prefer natural caves, or establishing their lairs in a huge fen or underneath the roots of a massive tree. Regardless of where an Amber Dragon establishes itself, the lair is often teeming with flora and fauna, usually grown to a significant size larger than normal. It is in these lairs an Amber Dragon keeps its hoard, which usually consist of wood and bone carvings, fossils, animal hides, particularly interesting rocks and a few gems, with the most prized possession of any Amber Dragon being anything made of amber, especially if the amber contains a preserved animal of some sort.
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.
Amber Stalactite. Jagged amber shards fall from the ceiling, striking up to 3 creatures underneath that the Dragon can see within 120 feet of it. The Dragon makes one attack roll (+7 to hit) against each target. On a hit, the target takes 10(3d6) piercing damage.
Thorny Barricade. A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the Dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18(4d8) piercing damage and is pushed 5 feet out of the wall's space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall's space must make a DC 15 Dexterity saving throw once each round it's in contact with the wall, taking 18(4d8) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hitpoints, vulnerability to fire damage, and immunity to psychic damage. The wall sinks back into the ground when the Dragon uses this lair action again or when the Dragon dies.

Regional Effects
The region containing a legendary Amber Dragon's lair is warped by the Dragon's magic, which creates one or more of the following effects:
-Thriving Wildlife. Animal populations flourish within 6 miles of the lair, and wildlife grows significantly larger than normal. Ability checks made to forage for food by hunting, fishing, or trapping in that area are made with advantage. Dinosaurs are attracted to the area within 6 miles of the lair and settle there in large numbers.
-Verdant Growth. Vegetation and fungi within 6 miles of the lair grow faster, larger, and cover a greater area than they normally would. Foraging in this area yields twice the usual amount of food.
Pleasant Weather. The weather within 6 miles of the Dragon's lair is always sunny and pleasantly warm during the day. Rain falls only at night, and dew waters the ground in the early morning.

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

Habitat: ForestMountain

Gamedoctor519

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