Huge Dragon, Chaotic Evil
Armor Class 22 (natural armor)
Hit Points 300 (24d12 + 144)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
23 (+6)
DEX
16 (+3)
CON
22 (+6)
INT
16 (+3)
WIS
13 (+1)
CHA
21 (+5)
Saving Throws DEX +10, CON +13, WIS +8, CHA +12
Skills Perception +13, Stealth +14
Damage Resistances Acid, Necrotic
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 20
Languages Common, Draconic, Dwarvish, Undercommon
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Living Shadow. While in dim light or darkness, Amethyst has resistance to damage that isn’t force, psychic, or radiant.

Shadow Stealth. While in dim light or darkness, Amethyst can take the Hide action as a bonus action.

Sunlight Sensitivity. While in sunlight, Amethyst has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. Amethyst makes three attacks: one with her bite and two with her claws.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 28 (4d10 + 6) piercing damage plus 10 (3d6) necrotic damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) slashing damage.

Shadow Breath (Recharge 5–6). Amethyst exhales shadowy mist in a 60-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 105 (30d6) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after Amethyst in the initiative count. The shadow is under Amethyst's control.

Lair and Lair Actions

Deep dragons dwell in the Underdark, where they make their lairs in narrow caves. False walls in the lair hide secret antechambers where the dragon stores valuable ores, art objects, and other oddities it has collected over its lifetime. Worthless items are put on display in open caves to tantalize treasure seekers and distract them from where the real treasure is hidden.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the dragon uses this lair action again or until the dragon dies.
  • The dragon chooses a 10-foot-square area on the ground that 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 an action 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.

Regional Effects

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

  • Large crystal and mineral deposits form in the stone terrain within 3 miles of the dragon’s lair.
  • Small creatures within 1 mile of the dragon's lair develop a layer of gemstone dust over their body.
  • Intelligent creatures within 1 mile of the dragon’s lair are prone to fits of greed.

If the dragon dies, the crystals and geodes crumble to dust over the course of 1d10 days. The other effects end immediately.

Habitat: Underdark

Althrim

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