Gargantuan Dragon, Neutral
Armor Class 25
Hit Points 100 (5d20 + 100)
Speed 100 ft.
STR
20 (+5)
DEX
20 (+5)
CON
20 (+5)
INT
20 (+5)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws STR +14, DEX +14, CON +14, INT +14, WIS +14, CHA +14
Senses Truesight Truesight- unlimited range, Passive Perception 20
Languages Common
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Special Trait Name.

  1. Condition Immunity-The Crystal Dragon is unaffected by conditions

  2. Magic Immunity. The Crystal Dragon is unaffected by spells

  3. Regeneration. The Crystal Dragon regains 50  hit points at the start of its turn.

Spellcasting. The Crystal is a unknown-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +15 to hit with spell attacks). The Crystal Dragon] has following Warlock spells prepared:

Cantrips (at will):

Mage Hand-

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 100 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 100 feet each time you use it.

The hand can’t attack, activate magical items, or carry more than 300 pounds.

ThunderClap-

Casting Time: 1 action
Range: Self (5-foot radius)
Components: S
Duration: Instantaneous

You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.

At Higher Levels. The spell’s damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).

(20 spell slots)
1st level:

Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute

You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 100 feet of each other when you target them.

Witch Bolt

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a twig from a tree that has been struck by lightning)
Duration: Concentration, up to 1 minute

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 2d12 for each slot level above 1st.

Second Level-

Cloud of Daggers

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a sliver of glass)
Duration: Concentration, up to 1 minute

You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.

Fourth Level-

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a gilded playing card worth at least 400 gp and depicting an avatar of death)
Duration: Concentration, up to 1 hour

You call forth a spirit that embodies death. The spirit manifests in an unoccupied space you can see within range and uses the reaper spirit stat block. The spirit disappears when it is reduced to 0 hit points or when the spell ends.

The spirit is an ally to you and your companions. In combat, the spirit shares your initiative count and takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue the spirit any commands, it takes the Dodge action and uses its movement to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears in the reaper spirit stat block.

Reaper Spirit
Medium Undead, Neutral
Armor Class: 11 + the level of the spell (natural armor)
Hit Points: 40 + 10 for each level of the spell above 4th
Speed: 30 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3)
Damage Immunities: necrotic, poison
Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
Senses: darkvision 60 ft., passive Perception 13
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Incorporeal Movement. The reaper can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.
Actions
Multiattack. The spirit makes a number of Reaping Scythe attacks equal to half the level of the spell (rounded down).
Reaping Scythe. Melee Weapon Attack: your spell attack modifier to hit (with advantage), reach 5 ft., one target. Hit: 1d8 + 3 + the spell’s level necrotic damage.
Bonus Actions

Haunt Creature The spirit targets a creature it can see within 10 feet of itself and begins haunting it. While the target is haunted, you and the spirit sense the direction and distance to the target if it is on the same plane of existence as you. Additionally, if the target starts its turn within 10 feet of the spirit, the target must succeed on a Wisdom saving throw against your spell save DC or have the frightened condition until the start of the target’s next turn. The target remains haunted until it dies, the spirit disappears, or the spirit uses this action again.

9th level-

Power word kill

Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous

You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you chose has 500 hit points or fewer, it dies. Otherwise, the spell has no effect.

Actions

Action Name. Multiattack-The Crystal Dragon makes three attacks: one with its bite and two with its claws.

Action Melee- Bite. Melee Weapon Attack: +18 to hit, reach 20ft., one target. Hit:  (4d6 + 15) piercing damage.

Claw. Melee Weapon Attack: +18 to hit, reach  20ft., one target. Hit: (6d8 + 15) slashing damage. If the target is a Large or smaller creature, it must succeed on a DC 20 strength saving throws or be knocked prone

Action Ranged Attack.

Casting Time: 1 action
Range: Self (30-foot cone or 60-foot line)
Components: None

Duration: Concentration, up to 1 minute

When you cast dragon breath, you can immediately exhale a cone or line of elemental energy, depending on the type of dragon you select. While the spell remains active, roll a d6 at the start of your turn. On a roll of 5 or 6, you can take a bonus action that turn to use the breath weapon again.

When you cast the spell, choose one of the dragon types listed below. Your choice determines the affected area and the damage of the breath attack for the spell’s duration.

Dragon Type Area Damage
Black 30-foot line, 5 feet wide 6d6 acid damage
Blue 30-foot line, 5 feet wide 6d6 lightning damage
Green 15-foot cone 6d6 poison damage
Red 15-foot cone 6d6 fire damage
White 15-foot cone 6d6 cold damage

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 4d6 for each slot level above 5th.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name.

Counter Spell

Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range: 60 feet
Components: S
Duration: Instantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Legendary Actions

Legendary Action Name-

Bellow (Costs 2 Actions). All creatures within 100 feet of the monster must make a DC 18 Constitution saving throw as the monster erupts in noise. On a failed save, a creature takes  (4d8) thunder damage and is deafened for 1 minute. A deafened creature can repeat the save at the end of their turns, ending the effect on a success. On a successful save, it takes half damage.

Furious Swipe (Costs 1 Actions). The monster gives itself advantage and makes one melee weapon attack.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A crystal scaled dragon

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Misc Creature

Deathdragon42

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