Amphibious. The dragon can breathe both air and water.
Avid Learner. Ruby dragons have the unique ability to learn breath weapons from other dragons. To learn a breath weapon a ruby dragon must be taught directly by a willing dragon, for a dragon to be considered willing all that is required is that the dragon verbally or telepathically consents to the ruby dragon learning its breath weapon. Once a ruby dragon has learned another dragon's breath weapon it must take a week to enter a state of stasis as it internalizes the knowledge of a breath weapon. Once a breath weapon is learned and internalized a Ruby Dragon may select a certain number of breath weapons to be able to call on every day and use as if it were their own breath weapon. A ruby dragon may learn a breath weapon from any draconic being with a breath weapon, but they may only use this breath weapon a dragon of their age could use it. For example if a ruby dragon wyrmling learned an ancient gold dragon's breath weapon the ruby dragon wyrmling uses it as a gold dragon wyrmling would use its breath weapon.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
| d20 | Breath Weapon |
|---|---|
| 1 | Singularity Breath: The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in a 60-foot cone. Each creature in that area must make a DC 20 Strength saving throw. On a failed save, the creature takes 45 (10d8) force damage, and its speed becomes 0 until the start of the dragon’s next turn. On a successful save, the creature takes half as much damage, and its speed isn’t reduced. |
| 2 | Debilitating Breath: The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. On a failed save, the creature takes 44 (8d10) thunder damage and is incapacitated until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t |
| 3 | Desiccating Breath: The dragon exhales yellowish necrotic energy in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw. On a failed save, the creature takes 35 (10d6) necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature’s weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn’t weakened. |
| 4 | Disorienting Breath: The dragon exhales a wave of psychic dissonance in a 60-foot cone. Each creature in that area must make a DC 18 Intelligence saving throw. On a failed save, the creature takes 42 (12d6) psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a d6 and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects. |
| 5 | Scintillating Breath: The dragon exhales a burst of brilliant radiance in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 40 (9d8) radiant damage on a failed save, or half as much damage on a successful one. The dragon then gains 15 temporary hit points by absorbing a portion of the radiant energy. |
| 6 | Acid Breath: The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. |
| 7 | Lightning Breath: The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. |
| 8 | Poison Breath: The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one. |
| 9 | Fire Breath: The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one. |
| 10 | Dream Breath: The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. |
| 11 | Repulsion Breath: The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. |
| 12 | Slowing Breath: The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. |
| 13 | Nightmare Breath: The dragon exhales a cloud of spores in a 60-foot cone. Each creature in that area must make a DC 16 Wisdom saving throw. On a failed save, the creature takes 33 (6d10) psychic damage, and it is frightened of the dragon for 1 minute. On a successful save, the creature takes half as much damage with no additional effects. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. |
| 14 | Weakening Breath: The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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. |
| 15 | Moonlight Breath: The dragon exhales a beam of moonlight in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 18 Dexterity saving throw, taking 49 (9d10) radiant damage on a failed save, or half as much damage on a successful one. |
| 16 | Cold Breath: The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one. |
| 17 | Paralyzing Breath: The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzedfor 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. |
| 18 | Tadpole Brine Breath: The dragon exhales brine in a 60-foot line that is 15 feet wide. Each creature in that area must make a DC 22 Constitution saving throw, taking 55 (10d10) psychic damage on a failed save, or half as much damage on a successful one. On a failure, if the creature isn’t a Construct or an Undead, it becomes infested with illithid tadpoles. While infested, the creature takes 16 (3d10) psychic damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself after it succeeds on three of these saves. If the creature is targeted by magic that ends a curse or restores 40 hit points or more, the tadpoles infesting the creature are killed instantly, ending the effect on the creature. If a Humanoid is reduced to 0 hit points while infested, the creature is stable but remains unconscious for 6d12 hours. When the period of unconsciousness ends, the creature transforms into a mind flayerwith all its hit points. Casting a wish spell on the unconscious creature rids it of the infestation and prevents it from turning into a mind flayer. |
| 19 | Shadow Breath: The dragon exhales shadowy gas in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 88 (16d10) 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 the dragon in the initiative count. The shadow is under the dragon’s control. The area affected by the breath weapon is considered magical darkness, a creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. |
| 20 | Platinum Breath: The dragon exhales radiant platinum flames in a 60-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 66 (12d10) radiant damage on a failed save, or half as much damage on a successful one. |
Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d10+3) piercing damage plus 9 (2d8) fire damage.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d8+3) slashing damage.
Breath Weapon (Recharge 5–6). Ruby dragons are innately curious beings who want to learn. This manifests in not only their preferred hoard, but also in their breath weapons. A ruby dragon does not have an innate breath weapon but similarly to wizards they can learn and master things. Ruby dragons can learn from another dragon how their breath weapon(s) function and during down time a ruby dragon may take this information into their being and gain the ability to manifest it. Depending on age a ruby dragon can use different breath weapons every day, as an adult a ruby dragon may only memorize two breath weapons a day.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 20):
1/day each: Speak with Animals, Comprehend Languages, Detect Thoughts, Speak with Dead, Speak with Plants, Zone of Truth
Change Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.
Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.
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.
Claw. The dragon makes one claw attack.
Psionics (Costs 2 Actions). The dragon uses Psychic Step or Spellcasting.
Manifest Breath (Costs 3 Actions). The dragon steals the breath directly from the lungs of another dragon, it is unaware of what breath weapon it will use and it doesn't need to have learned or internalized the breath weapon to use it. It doesn't gain the ability to learn or reuse the breath weapon from this action.
To determine what breath weapon will be used roll 1d20 and use it's corresponding breath weapon.
| d20 | Breath Weapon |
|---|---|
| 1 | Singularity Breath: The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in a 60-foot cone. Each creature in that area must make a DC 20 Strength saving throw. On a failed save, the creature takes 45 (10d8) force damage, and its speed becomes 0 until the start of the dragon’s next turn. On a successful save, the creature takes half as much damage, and its speed isn’t reduced. |
| 2 | Debilitating Breath: The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. On a failed save, the creature takes 44 (8d10) thunder damage and is incapacitated until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t |
| 3 | Desiccating Breath: The dragon exhales yellowish necrotic energy in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw. On a failed save, the creature takes 35 (10d6) necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature’s weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn’t weakened. |
| 4 | Disorienting Breath: The dragon exhales a wave of psychic dissonance in a 60-foot cone. Each creature in that area must make a DC 18 Intelligence saving throw. On a failed save, the creature takes 42 (12d6) psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a d6 and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects. |
| 5 | Scintillating Breath: The dragon exhales a burst of brilliant radiance in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 40 (9d8) radiant damage on a failed save, or half as much damage on a successful one. The dragon then gains 15 temporary hit points by absorbing a portion of the radiant energy. |
| 6 | Acid Breath: The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. |
| 7 | Lightning Breath: The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. |
| 8 | Poison Breath: The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one. |
| 9 | Fire Breath: The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one. |
| 10 | Dream Breath: The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. |
| 11 | Repulsion Breath: The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. |
| 12 | Slowing Breath: The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. |
| 13 | Nightmare Breath: The dragon exhales a cloud of spores in a 60-foot cone. Each creature in that area must make a DC 16 Wisdom saving throw. On a failed save, the creature takes 33 (6d10) psychic damage, and it is frightened of the dragon for 1 minute. On a successful save, the creature takes half as much damage with no additional effects. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. |
| 14 | Weakening Breath: The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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. |
| 15 | Moonlight Breath: The dragon exhales a beam of moonlight in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 18 Dexterity saving throw, taking 49 (9d10) radiant damage on a failed save, or half as much damage on a successful one. |
| 16 | Cold Breath: The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one. |
| 17 | Paralyzing Breath: The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed 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. |
| 18 | Tadpole Brine Breath: The dragon exhales brine in a 60-foot line that is 15 feet wide. Each creature in that area must make a DC 22 Constitution saving throw, taking 55 (10d10) psychic damage on a failed save, or half as much damage on a successful one. On a failure, if the creature isn’t a Construct or an Undead, it becomes infested with illithid tadpoles. While infested, the creature takes 16 (3d10) psychic damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself after it succeeds on three of these saves. If the creature is targeted by magic that ends a curse or restores 40 hit points or more, the tadpoles infesting the creature are killed instantly, ending the effect on the creature. If a Humanoid is reduced to 0 hit points while infested, the creature is stable but remains unconscious for 6d12 hours. When the period of unconsciousness ends, the creature transforms into a mind flayer with all its hit points. Casting a wish spell on the unconscious creature rids it of the infestation and prevents it from turning into a mind flayer. |
| 19 | Shadow Breath: The dragon exhales shadowy gas in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 88 (16d10) 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 the dragon in the initiative count. The shadow is under the dragon’s control. The area affected by the breath weapon is considered magical darkness, a creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. |
| 20 | Platinum Breath: The dragon exhales radiant platinum flames in a 60-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 66 (12d10) radiant damage on a failed save, or half as much damage on a successful one. |
Description
Ruby dragons, the rarest of the gem dragons, are not well known creatures as prior to the existence of mankind the last of the known ruby dragons, Sardior, died. Ruby dragons have a thirst for knowledge, all of them have a drive to learn everything they can, but every individual has an interest that is not shared across them all. Their innate psionics manifest in mainly ways of understanding what is being said by any and all living beings.
Flaring Crimson
When first hatched, a ruby dragon has scales of dull, muted maroon. As the dragon grows, their scales, horns, and wing membranes become more vibrant and translucent. When the dragon is fully mature, their scales resemble glittering crimson ruby crystals, shining from within as their heart produces a breathtaking light of it's own. Crystalline horns sit atop their heads in spiraling intricate designs and shine as their heart beats.
Pursuit of Knowledge
Due to their naturally curious nature, ruby dragons take on many interests and hobbies that they wish to learn about all they can. Each ruby dragon has it's own special interest that it prizes information of above all other things, but if someone or something can teach them something they do not know a ruby dragon is more than happy to sit and listen.
Ruby dragons tend not to harbor hate as they wish above all to learn from others. They do tend to become caught on the prospects of meeting and studying new species, people, items, books, weapons, etc. to learn their ins and outs and will therefore often be drawn to places and people who are unfamiliar.
Eclectic Hoards
Ruby dragons do not believe in such a thing as enough knowledge. Their hoards can include anything from am interesting pebble to the ancient tome of an archmage, and each object, person, or property is regarded with the utmost respect, handled with extreme care, and has it's own place. Unlike most dragons a ruby dragon does not fear other beings finding it's hoard, although they do not attempt to broadcast their location ruby dragons do allow others to live in their lair, add to their horde, view their horde, and use their horde under the stipulation that they do not take anything or break anything. Some ruby dragons even allow their hoards to become libraries or museums and have company who help them keep their hoard, anything in the pursuit of knowledge.
Creating a Ruby Dragon
Use the Ruby Dragon Personality Traits and Ruby Dragon Ideals tables to inspire your portrayal of distinctive ruby dragon characters.
Ruby Dragon Personality Traits
| D8 | TRAIT |
|---|---|
| 1 | I can't bring myself to kill, what if they could teach me something I don't yet know? |
| 2 | Sometimes I wish someone or something would stumble into my lair so we may converse and share knowledge. |
| 3 | What use is vast knowledge or insight if it is not shared with those who can appreciate it? |
| 4 | Although some are fascinated by words, I think numbers are the true foundations of creation. |
| 5 | To experience a thing is to truly understand it. Direct and personal experience is the most valuable form of knowledge. |
| 6 | Some may consider me evil or sadistic, but really I just believe that every theory and teaching needs to be put to test, no matter what. |
| 7 | It is not my place to interfere. I merely seek to observe, learn, and understand. |
| 8 | I can't wait to learn more about my favorite subject, I often can't even bring myself to sleep, eat, drink, or anything else instead of reading another chapter. |
Ruby Dragon Ideals
| D6 | IDEAL |
|---|---|
| 1 | Experience. What is better than being told about something? Experiencing it, and that is exactly what I plan to do. (Neutral) |
| 2 | Knowledge. We are the whole of creation, seeking to understand itself. (Any) |
| 3 | Self-Improvement. I am a complex gem, and I constantly polish and refine my many facets to make the whole that much more perfect. (Any) |
| 4 | Responsibility. Having knowledge and power gives one a responsibility to those who have less of either. (Lawful) |
| 5 | Teaching. My superior experience, knowledge, and insight give me a duty to teach others all that I can. (Good) |
| 6 | Power. Knowledge is power, power must be used and tested, I do so regardless of the consequences. (Evil) |
Ruby Dragon Adventures
The Ruby Dragon Adventure Hooks table offers suggestions for stories and adventures involving ruby dragons.
Ruby Dragon Adventure Hooks
| D8 | ADVENTURE HOOK |
|---|---|
| 1 | A ruby dragon plans out a journey across all planes and places to learn what it can of it's favorite subject. |
| 2 | A coven of hags seeks to reclaim its hag eye, which rests within an ruby dragon’s hoard. |
| 3 | Libraries around a ruby dragon's lair keep getting scared visitors, adventurers, and travelers as they are all being asked to teach a ruby dragon at the door steps to impart their knowledge unto said dragon. |
| 4 | Wizards in the area have been losing their spell books, Clerics' spell casting focuses have gone missing, and Fighters' weapons and technique manuals have been absconded with. All have been added to a ruby dragon's hoard. |
| 5 | Dragons in the area are aware of a ruby dragon as that ruby dragon stopped by to learn about breath weapons. |
| 6 | A town/village/building has been erected in a rather odd spot, a ruby dragon's lair. |
| 7 | A ruby dragon has become rather enamored with a recent fad, whether that be food, music, or a book series. |
| 8 | A ruby dragon moved it's lair a vast distance because there was more knowledge to be had elsewhere, it took a while but they got it done. |
Connected Creatures
Ruby dragons are slaves of the pursuit of knowledge, dwelling in isolation for long periods of time to contemplate something just to pop out unexpectedly and share their epiphany with the world. They forge many connections in their pursuit of knowledge and are always open to a chat.
Young Ruby Dragon Connections
| D6 | CONNECTED CREATURES |
|---|---|
| 1 | A ruby dragon wyrmling is in the care of a cloistered religious order of scribes. |
| 2 | A ruby dragon has become fast friends with a nearby library or college and often allows their members to view it's hoard. |
| 3 | A Rogue Mind Flayer is the study partner and lair mate of a ruby dragon. |
| 4 | A ruby dragon lives alone in a lair, starved for new knowledge they find a retinue of curious scholars to invite over. |
| 5 | A ruby dragon has made an unlikely bond with another dragon in the area and has learned the secrets of their breath weapon. |
| 6 | A ruby dragon picked out it's lair to have a way to the Underdark and now has friends and enemies in even more places. |
Ruby Dragon Lairs
Ruby dragons prefer lairs with many distinctive features and natural outcroppings and coves, this helps them navigate around their vast hordes and gives them more space for sorting.
Ruby dragons inhabit rather odd lairs, often close to or even in civilization the lairs of ruby dragons are made for learning. They often have holes in their ceilings to view the stars, portals to other planes, and many other rooms each dedicated to a specific purpose. Due to this obsessive sorting of their environments ruby dragons have expansive and interconnecting lairs that are made to serve many purposes.
Lair and Lair Actions
A Ruby Dragon’s Lair
Ruby dragons make their lairs in just about any place, preferring places closer to civilization. They enjoy location with many separated spaces that they can sort their horde into and keep each of their interests in.
The challenge rating of a legendary ruby dragon increases by 1 when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row:
Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature.
Mental Shredding. The dragon imparts such a vast amount of knowledge upon a creature that it must succeed a DC 23 Intelligence saving throw or take 52 (8d12) psychic damage and be stunned for 1 minute, on success the creature takes half damage and gains advantage on intelligence checks, intelligence saving throws, history checks, religion checks, arcana checks, nature checks, wisdom checks, and wisdom saving throws for 10 minutes.
Steal Knowledge. The dragon peaks into the memories of a creature it can communicate with telepathically and forcefully steals knowledge from the creature, causing the creature to become stunned, blinded, and deafened until their next turn as the creature wrestles to regain their memories and control of their brain.
Regional Effects
The region surrounding a legendary ruby dragon’s lair is altered by the dragon’s magic, creating one or more of the following effects:
Locate. Once per day, the dragon can cast the locate object spell or the locate animals or plants spell, requiring no spell components.
Crystal Profusion. Natural stone within 6 miles of the lair grows plentiful crystal formations and veins of ruby gemstones.
Thriving Wildlife. Beasts and plants within 6 miles of the lair sometimes become awakened and gain the ability to speak telepathically. These awakened beings are generally friendly and guide other intelligent beings to the ruby dragon's lair.
Gem Sight. Gemstones and veins within 6 miles of the lair are a conduit for the dragon’s psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components and targeting any gem in that region.
If the dragon dies, the awakened beings return to their unawakened state. The existing abundance of rubies remains, but new crystals and geodes form at a normal rate.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
7/7/2024 3:18:37 PM
|
5
|
1
|
--
|
Coming Soon
|
|
|
8/13/2024 7:42:31 AM
|
4
|
1
|
--
|
Coming Soon
|
Comments