Strong Grip. The dragon can move across and climb smooth surfaces without needing to make an ability check. Additionally, difficult terrain doesn't cost it extra movement.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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: +14 to hit, reach 15 ft., one target. Hit: 24 (3d10 + 8) piercing damage plus 16 (3d8) peircing damage.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 21 [rollable](3d8 + 8);{"diceNotation":"3d8+8","rollType":"damage","rollAction":"Tail","rollDamageType":"slashing"}[/rollable/] slashing damage.
Shatter (1/day) The dragon can break itself into many sharp pieces of crystal use 2d20 for the amount of crystal pieces and use 1d4 for the damage of the crystal pieces.
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 16 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.
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 22 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.
Lair and Lair Actions
A Crystal Dragon’s Lair
Crystal dragons lair in deep underground caves and giant geodes. They favor caves full of rare gems and giant geodes.
A legendary crystal dragon’s innate magic increases chances of finding rare minerals in the area around its lair. underground caves have a smooth floor and crystal formations all around the walls and ceiling. A white dragon can often detect intruders by the way the light changes color and shades off of the floor.
A crystal dragon rests on high shelves and cliffs in its lair, the floor around it a treacherous morass of smooth surfaces, sharp rocks and slippery slopes. As foes struggle to move toward it, the dragon walks towards them and destroys the foes with its razor sharp claws.
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:
- Freezing water fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The water spreads around corners, and its area is heavily obscured. Each creature in the water when it appears must make a DC 10 Dexterity saving throw, taking 3 (1d6) bludgeoning damage on a failed save. Each creature in the water when it appears must make a DC 10 Constitusion saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the water takes 10 (3d6) cold damage. A fire evaporates the water. The water otherwise lasts until the dragon uses this lair action again or until the dragon dies.
- Jagged crystal shards 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.
- The dragon creates an opaque wall of glass on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to bludgeoning damage, and immunity to acid, fire, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies.
Regional Effects
The region containing a legendary white dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Chilly fog lightly obscures the land within 6 miles of the dragon’s lair.
- Freezing precipitation falls within 6 miles of the dragon’s lair, sometimes forming blizzard conditions when the dragon is at rest.
- Icy walls block off areas in the dragon’s lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage.
If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however.
If the dragon dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days.
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Posted Oct 4, 2023Sorry I didn't create a regional effect but I will give it to you
Mirrors reflect light better in the area for six miles
Glass walls block off areas in the dragons lair each wall is 6 inches thick, and a ten-foot section has AC 5, 15 hit pints, vulnerability to bludgeoning damage, and immunity to acid, fire, cold, necrotic, poison, and psychic damage
If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however.
If the dragon dies the effect dissapears and the walls shatter within 2d4 days