Gargantuan Dragon (Gem, Shapechanger), Chaotic Evil
Armor Class 22 (natural armor)
Hit Points 367 (21d20 + 147)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
27 (+8)
DEX
14 (+2)
CON
25 (+7)
INT
16 (+3)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws DEX +9, CON +14, WIS +9, CHA +11
Skills Perception +16, Stealth +9
Damage Immunities Force
Condition Immunities Frightened, Petrified
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Common, Draconic
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Amphibious. The dragon can breathe air and water.

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

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: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) force damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +15 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 19 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.

Jewel Flurry (Recharge 5–6). The dragon brews a storm of pointed gems in a 50-foot cone. Each creature in the cone must make a DC 22 Dexterity saving throw, taking 67 (15d8) force damage on a failed save, or half as much damage on a successful one.

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.

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 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Raise Dead (Costs 2 Actions). The dragon uses necromancy to raise up to 5 creatures from the dead. These creatures may have a challenge rating up to half of the dragon's. The creatures may rise within a 40-foot radius of the dragon.

Lair and Lair Actions

Black crystal dragons dwell in secluded areas far away from civilization. Their lairs tend to be hollow, although most keep a sort of treasure room which they will spend the majority of their time in the lair guarding.  Lesser monsters may also make a black crystal dragon's lair their home, but will be swiftly vanquished upon upsetting the dragon. The bones of previous victims, as well as fresh carcasses will be seen littered throughout the lair.

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:

  • Pointed gemstones arise from a point the dragon chooses within 120 feet of it, filling a 10-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. Any creature within this radius must make a DC 15 Dexterity saving throw, taking 10 (3d10) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d10) piercing damage.
  • A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make a DC 15 Constitution saving throw, taking 7 (2d10) necrotic damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 7 (2d10) necrotic damage.
  • Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. Creatures within this darkness become blinded.

Regional Effects

The region containing a legendary crystal black dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • The land within 6 miles of the lair takes twice as long as normal to traverse, due to the harsh fog. Crystal flurries can be spotted in the air.
  • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes. 

If the dragon dies, the effects fade over 1d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
8/28/2023 8:38:31 PM
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8/28/2023 9:37:21 PM
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Habitat: Mountain

skylarIDK

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