Legendary Resistance (4/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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire 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 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 in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) damage on a failed save, or half as much damage on a successful one. The type of damage is determined by a roll on a d8. Damage types are:
1: Red (fire)
2: Orange (acid)
3: Yellow (lightning)
4: Green (poison)
5: Blue (cold)
6: Indigo (force) - Half damage (overall, success is 1/4 damage). On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don''t need to be consecutive; keep track of both until the target collects three of a kind.
7: Violet (dark) - Half damage (overall, success is 1/4 damage). On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the GM''s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn''t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
8: White - The targets are struck by two rays. Roll twice more, rerolling any 8s. Rolls for damage types are made once and apply to all targets. Damage is not doubled (i.e. total damage is still 26d6),, but any 1s on the damage rolls can be rerolled once
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
The Prismatic Crystal Dragon is a colossus of arcane engineering. Constructed in secret by the a dragonborn wizard whose family was killed by an ancient red dragon, the Prismatic dragon pulses with arcane power, a rainbow of colors beating, twisting, turning, blending in the core of the dragon where it’s heart would be.
Modeled after the ancient red dragon that destroyed the home of its creator, the Prismatic dragon shares the same shape and form, but is not quite opaque, it's body glimmering slightly as it moves, light bouncing off it's body in waves. It’s shimmering black eyes seem to glisten with an intelligence that is not often seen in constructs. The rest of the body is covered in reflective scales that seem to flit back and forth between light and darkness. The few scales that have been recovered in the wake of the attacks during the Great Exile of Dragons from Nelenor seem to fade into an obsidian, opaque, crystalline scale, loosing their shimmer as they fell from the beast.
Lair and Lair Actions
The Prismatic Dragon’s Lair
The Prismatic Crystal Dragon's lair is in high mountains or hills, dwelling in caverns under snow-capped peaks, preferring mountains where the dragon and see great distances and look out over the land. The dragon prefers to spend most of it's time deep under the mountain, claiming the entire range as it's lair. Deep in the bowels of the mountain, the dragon rests in the lair of the ancient red dragon that destroyed it's family, a volcanic and magma riddled cavern that seems to make the scales of the prismatic dragon glisten with an even deeper and more sinister glow
With its hoard well protected deep within the lair, a red dragon spends as much of its time outside the mountain as in it. For a red dragon, the great heights of the world are the throne from which it can look out to survey all it controls—and the wider world it seeks to control.
Throughout the lair complex, servants erect monuments to the dragon’s 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:
- Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
- A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
Regional Effects
The region containing a legendary red dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Small earthquakes are common within 6 miles of the dragon’s lair.
- Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
- Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.
If the dragon dies, these effects fade over the course of 1d10 days.
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