Large Dragon (Gem), Chaotic Neutral
Armor Class 18 (natural armor)
Hit Points 250 (20d10 + 140)
Speed 40 ft., Fly 80 ft., Swim 40 ft., Climb 40 ft.
STR
21 (+5)
DEX
12 (+1)
CON
25 (+7)
INT
21 (+5)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws STR +9, CON +11, INT +9
Skills Arcana +12, Perception +10
Damage Resistances Force; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened, Petrified, Prone
Senses Darkvision 120 ft., Truesight 15 ft., Passive Perception 20
Languages The Aether Crystal Imbued Dragon does not speak or understand any languages.
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Amphibious. The dragon can breathe both air and water.

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

Actions

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

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10+5) piercing damage plus 4 (1d6) force damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage.

Aether Crystal Breath (Recharge 5–6)

The dragon is capable of doing a plethora of different breath weapon attacks utilizing the crystal shard embedded into it's body. Roll on the table below to see which breath weapon it uses per activation.

D6 BREATH WEAPON
1 Singularity Breath. The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in a 30-foot cone. Each creature in that area must make a DC 17 Strength saving throw. On a failed save, the creature takes 36 (8d8) force damage, and its speed becomes 0 until the start of the dragon’s next turn. On a successful save, the creature takes half as much damage, and its speed isn’t reduced.
2 Debilitating Breath. The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw. On a failed save, the creature takes 33 (6d10) thunder damage and is incapacitated until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.
3 Disorienting Breath. The dragon exhales a wave of psychic dissonance in a 30-foot cone. Each creature in that area must make a DC 15 Intelligence saving throw. On a failed save, the creature takes 31 (9d6) psychic 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.
4 Desiccating Breath. The dragon exhales yellowish necrotic energy in a 30-foot cone. Each creature in that area must make a DC 13 Constitution saving throw. On a failed save, the creature takes 28 (8d6) necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature’s weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn’t weakened.
5 Scintillating Breath. The dragon exhales a burst of brilliant radiance in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 40 (9d8) radiant damage on a failed save, or half as much damage on a successful one. The dragon then gains 15 temporary hit points by absorbing a portion of the radiant energy.
6 Nightmare Breath. The dragon exhales a cloud of spores in a 60-foot cone. Each creature in that area must make a DC 16 Wisdom saving throw. On a failed save, the creature takes 33 (6d10) psychic damage, and it is frightened of the dragon for 1 minute. On a successful save, the creature takes half as much damage with no additional effects. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 

Spellcasting (Arcana). The dragon casts one of the following spells at base level, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 19):

1/day each: blink, dispel magic, hypnotic pattern, major image, Dimension Door

Bonus Actions

Aetherial Mist Shift. The dragon magically teleports to an unoccupied space it can see within 60 feet of it as long as both it's current space and the target space is enveloped in Aetherial Mist and an uninterrupted path of Aetherial Mist connects the two.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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.

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.

Aetherial Mist Consumption (Costs 2 Actions). The dragon uses Aetherial Mist Shift or Spellcasting.

Explosive Crystal (Costs 3 Actions). The dragon spits an aether crystal shard 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 16 Dexterity saving throw or take 13 (3d8) force damage and be knocked prone. On a success the creatures take half damage and are not knocked prone.

Lair and Lair Actions

Aether Crystal Imbued Dragon Lairs

The Aether Crystal Imbued Dragon's Liar is an area corrupted by aetherial mist; pure raw arcane energy that is so thick it is visible to the average eye. The area is enshrouded in a rainbow color shifting gaseous fog that has a variety of affects and tolls on those that wander into it. 

Lair Actions

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

Regenerative Crystal. While in it's liar and surrounded by aetherial mist the Aether Crystal Imbued Dragon regains 20% of it's Max health pool at the top of every round. This can be halted by keeping the mist away from the Dragon or by damaging the crystal embedded into the Dragon each round enough to make it focus on restoring itself rather than the dragon it is embedded into. The Regenerative Crystal has an AC of 20 and an HP of 30. If it's HP reaches zero the Regenerative Crystal heals itself back to full instead of healing the dragon.

Arcane Corrutpion. The dragon causes the aetherial mist in the area to surge with chaotic arcane power. Have each creature, excluding the dragon, roll a d20 if surrounded by the aetherial mist. Use the table below to determine what happens to them:

D20

ARCANE CORRUTPION

1 You feel the mist twist and warp your form; you turn into a beast with a CR no higher than 1/8 until the beginning of your next turn or until your new HP value equals zero. (Giant Crab, Camel, Mule, etc.)
2 The aetherial mist flows into you causes you to be unlucky; All attack rolls made suffer a -1d4 and all spell save rolls caused gain a 1d4 until the beginning of your next turn.
3 The mist erupts in a burst of blinding light around you with a deafoning roar; you are blinded and deafened until the beginning of your next turn.
4 The mist infuses into you and begins to drain your energy. You have the poisoned conditioned until the the beginning of your next turn.
5 The atherial mist implodes in a 5-foot-radius sphere around you. Each creature other than the dragon in that area must succeed on a DC 15 Dexterity saving throw or take 13 (2d12) force damage with half damage on a success.
6 The mist causes you to raise into the air to 10 feet off of the ground as it gathers around you; you are considered to be under the effects of the levitate spell without the ability to control your height until the beginning of your next turn.
7 The mist surges around you and causes you to randomly teleport; Roll a d8 if using a grid or a d6 if using hexes followed by a d6. The first die rolled dictates the direction traveled (a 1 is the current facing direction and the other numbers go clockwise) and the second dictates the distance (multiply the second die by 5 to get the feet traveled).
8 The mist focuses around you and seems to almost pull you down. Your movement speed is halved until the beginning of your next turn.
9 The mist surges in your location and thickens into a harmful gas of razer sharp energies; make a DC 15 consitution saving throw or take 17 (3d10) peiercing damage with half on a success.
10 The mist surges around your location and shifts around you; however nothing seems to happen to you directly as you remain unaffected.
11 The mist surges around your location and shifts around you; however nothing seems to happen to you directly as you remain unaffected.
12 The mist surges around your location and shifts around you; however nothing seems to happen to you directly as you remain unaffected.
13 The mist surges around your location and shifts around you; however nothing seems to happen to you directly as you remain unaffected.
14 The mist surges around your location and shifts around you; however nothing seems to happen to you directly as you remain unaffected.
15 The mist flows into your pores and enchances your vitality and gives you a rejivinating pulse; gain 4d10 temporary health until the beginning of your next turn.
16 The aetherial mist flows into you causes you to be luckier; All attack rolls made gain a 1d4 and all spell save rolls caused suffer -1d4 until the beginning of your next turn.
17 The mist condenses around you and solidifies around your body giving you the +3 AC until the beginning of your next turn.
18 The mist surges into you and enhances your offensive capabilities; all attacks deal an additional d8 of force damage per hit and all spells roll half of their damage dice (rounded up) as additional force damage. This lasts until the beginning of your next turn.
19 You feel the mist twist and warp your form; you turn into a monstrosity with a CR of 5-6 until the beginning of your next turn or until your new HP value equals zero. (Chimera, Bullette, Drider, Medusa)
20 The mist surges into you and empowers your body; all attacks are a crit on a roll of 18-20 and all spells with a saving throw gain the ability to crit if the target rolls a 1-3 on the die. This effect lasts until the beginning of your next turn.

 

Atherial Shroud. The Dragon causes the aetherial mist to cloud around it and obscure it's presence. All attack rolls against the the Dragon have disadvantage. Once the dragon is hit 3 times this effect goes away. This effect counts as a spell and can be removed early.

Atherial Ward. The Dragon causes the aetherial mist to condense and solidify around its body making an arcane armor. Both the Dragon and the Regenerative Crystal increase their AC by 3 until the end of the round. This effect counts as a spell and can be removed early.

 

Regional Effects

The area surrounding the Liar includes the following effects:

Aetherial Mist. The area surrounding the Liar is corrupted and plagued by aetherial mist; pure raw arcane energy that is so thick it is visible to the average eye. The area is enshrouded in a rainbow color shifting gaseous fog that has a variety of affects and tolls on those that wander into it.

Arcane Corruption. The area around the liar is warped by this Aetherial Mist in random mystical ways. There could be giant arcana crystals sprouting like trees with branching gems and leaves made of elemental energy, it could have pockets of low or zero gravity with debris floating in midair, or possibly it could be a place where the connection between realms are strengthened and tears to other planes open and close sporadically, the weather could be rapidly shifting mystical weather such as raining fire, hailing screams, or snowing light; etc. Be creative.

Corrupted and Warped Wildlife. The creatures around the liar living in the mist are usually comprised of monstrosities or regular beasts that have been warped and corrupted by the mist in mystical ways such as a bear where it's fur is made of ice or a birds that fly by riding small dust devils instead of flapping their wings.

If the dragon dies, the populations of creatures near the lair return to normal and the Aetherial Mist dissipates over the course of 1d6 days and the  in hours.

InsanityOvrload

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