Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Reflective Body. Any time the dragon is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the dragon is unaffected. On a 6, the dragon is unaffected, and the effect is reflected back at the caster as though it originated from the dragon, turning the caster into the target.
Wildspace Inhabitant. The dragon can survive and use its fly speed in a vacuum.
Innate Spellcasting. The dragon’s innate spellcasting ability is Charisma (spell save DC 24). The dragon can innately cast the following spells, requiring no material components:
At will: detect evil and good
1/day: dispel evil and good, plane shift (self only)
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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) 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 24 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 5–6). The dragon uses one of the following breath weapons.
Radiant Breath. The dragon exhales radiant light in a 90-foot cone. Each creature in that area must make a DC 25 Constitution saving throw, taking 71 (13d10) radiant damage on a failed save, or half as much damage on a successful one.
Prismatic Breath. The dragon exhales beams of multicolored light in a 90-foot cone. Each creature in that area must succeed on a DC 25 Wisdom saving throw or be charmed by the dragon for 1 day. The charmed target obeys the dragon's verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this dragons's Prismatic Breath for the next 24 hours.
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.
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.
Description
Neither a chromatic or metallic dragon, the crystal dragon is a paragon of good that can easily be misconstrued as a true dragon. Crystal dragons are considered a magnificent and unforgettable sight, very few travelers ever witness.
Wanderers of the Stars. Crystal dragons are a rare sight on the material plane. They are often found engaging in cosmic battles on other planes, unleashing its radiant breath across armies of enemies. Crystal dragons are not limited to the one world on the material plane, they can leave the atmosphere of a planet and escape into the wildspace above. Crystal dragons may protect spelljammer ships as they move through the dragon's designated territory or hunt down beholder and mind flayer ships.
Accidently Tyranical. Crystal dragons expect the best in humanoids, often forgetting about a moral spectrum. They expect mortals to follow in whatever quest of glory they are currently undertaking. They may dismiss arguements and fights between humanoids as petty squabbles between children. However, crystal dragons never overlook a slight towards them. Refusing a request of a crystal dragon, whether it entails a life risking mission or hundreds of years in the service of the dragon, evokes a crystal dragon's rage. They will use their prismatic breath to charm unwilling mortals into their service and crush those who resist.
When a crystal dragon comes across a community torn asunder by evil, the dragon will often take up residence in the settlement, protecting the residents and rebuilding the town. Unfortunately, the dragon does become possessive over the settlement and attempts to insulate the town from villainy, often taking extreme and tyrannical measures to insure this.
Careful Collectors. Crystal dragons are anxious creatures, always aware that somewhere there is a fight that needs their help. With this attitude, crystal dragons do not stay in one place for long and do not procure the same hoards as true dragons do. Crystal dragons select only the finest items to bring back to their hoards, often collecting one type of treasure, art items, gems, magic items, or rare monster parts.
Lair and Lair Actions
Crystal dragons focus less on their lair and more on the area surrounding them. The lairs are buried in unworked stone and rock, ranging from an asteroid in an asteroid belt, to a mountain in the plane of earth, to a chasm in Pandemonium. The caves of a crystal dragon grow crystal at a supernatural rate and are warded against enemies of good.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
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Crystals glow brightly in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. Each creature in the must succeed on a DC 15 Constitution saving throw or be blinded 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.
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Crystals fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
Regional Effects
The region containing a legendary crystal dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects.
- Within 6 miles of the crystal dragon's lair good creatures can survive in vacuums and automatically succeed on saving throws related to planes of existence.
- Aberrations, fiends, and undead must make a DC 15 Charisma saving throw or is unwilling to get within a 1 mile radius of the dragon's lair.
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