Huge Dragon, Chaotic Evil
Armor Class 21 (natural armor)
Hit Points 458 (20d12 + 153)
Speed 40 ft., Climb 40 ft., Fly 80 ft., Burrow 40 ft.
STR
28 (+9)
DEX
12 (+1)
CON
28 (+9)
INT
16 (+3)
WIS
14 (+2)
CHA
20 (+5)
Saving Throws STR +15, DEX +7, CON +15, CHA +11
Skills Perception +14, Stealth +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Grappled
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Common, Deep Speech, Draconic, Undercommon
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

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

Prismatic Immunity. The dragon can use it bonus action to gain immunity to one of the following damage types: acid, cold, fire, or lightning. The immunity last until the dragon uses this ability again.

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: +14 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) piercing damage.

Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9) 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 21 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.

Prismatic Breath (Recharge 5–6). The dragon exhales multicolored rays of light. Each creature in a 60-foot cone must make a DC 21 Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it. 

1 Red. The target takes 55 (10d10) fire damage on a fail save or half as much damage on a successful one. 

2 Orange. The target takes 55 (10d10) acid damage on a failed save, or half as much damage on a successful one. 

3 Yellow. The target takes 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. 

4 Green. The target takes 55 (10d10) poison damage on a failed save, or half as much damage on a successful one. 

5 Blue. The target takes 55 (10d10) cold damage on a failed save, or half as much damage on a successful one.

6 Indigo. On a failed save, the target is restrained. It must then make a DC 21 Constitution saving throw at the end of each of its turns. If it successfully saves three times, the effect ends. If it failed its save three times, it permanently turns to stone an is subjected to the petrified condition. 

7 Violet. On a failed save, the target is blinded for 1 minute. At the end of the creatures can repeat the saving throw at the end of its turns, ending the effect on a success. 

8 Special. The target is struck by two rays. Roll twice more, re-rolling any 8.  

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 10 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.

Description

 

 

Lair and Lair Actions

A Crystalline's Dragon’s Lair

Crystalline Dragon lair in underground caverns or deep underground, rarely ever seen above the surface. Carverns that are rich with different types of crystal are the most highly prized liars crystalline dragon lairs, creating steep surfaces and reflective paneling creating hazards that hinders intruders. 

Crystalline dragons do not like the world above the surface, unlike the other dragon types. For crystalline dragons, the great depths of the world are the throne from which it can look out to survey all it controls - and the wider the world it seeks to control. 

Throughout the lair complex, servants erect monuments to the dragons power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered. 

 

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:

  • Jagged crystals fall from the roof striking up to three creature that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+9 to hit) against each creature. On a hit, the target take 10 (3d6) piercing damage. 
  •  The dragon chooses a 10-foot square area on the ground it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become restrained. A creature can take its action to to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20.
  • 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 liar action again, or dies. The darkness spreads around corners. A creature with dark vision cant see through this darkness, and nonmagical light can't illuminate it. If an 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. 

 

 

Regional Effects

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

  • Small tremors are common within 6 miles of the dragon’s lair.
  • Within 1 mile of its lair, it leaves no physical evidence of its passage unless it chooses to. Tracking the dragon in this area is impossible except by magical means. The dragon takes no damage from any protruding crystals or rock formations in this area. Any crystal or rock formation remove themselves to make way for the dragon. 
  • Crystal begin forming on the surfaces of the walls within 5 miles of the dragons lair. Once the area is populace with these crystals they being to spread slowly. 
  • Rodents, fish, and birds within 1 miles of the Crystalline dragons lair serve as it eyes and ears. 

If the dragon dies, these effects fade over the course of 1d20 days. Any crystal formation that were caused by the dragon begin to fade but do not completely disappear. The rodents, fish, and birds lose their supernatural link to the dragon. 

FoughtFiddle45

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