Legendary Resistance (3/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: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 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 20 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.
Gemstone Rain (Recharge 5–6). The dragon creates sharp gems above it in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) piercing damage on a failed save, or half as much damage on a successful one.
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 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Crystalline Curse. Take 1d4 of unspecified damage after every long rest for 3 days, add an additional 1d4 for every 10 crystals collected over the maximum 20.
Description
Crystalline, A large Dragon like creature made entirely out of gemstones and crystals.
They are normally solitary creatures and only stay in groups to nest, The adults part ways once "Eggs" have been laid, they grow for many, many years before "hatching" and the young tend to stick together for about 1 to 3 years for safety as they learn to survive.
These "Eggs" being jagged crystal clusters roughly the size of an apple. They are very heavy and worth a fortune if you can find the right buyer, even a fragment of shell can go for an unimaginable amount to some as just a shard of the shell contains thousands of crystal shards.
Each scale of the Crystalline is a pristine gemstone about the size of 2 gold coins.
Once the creature matures (at around 5 years) the heart crystalizes fully and gains its ability to revive the dead.
When fighting these creatures be careful to not shatter the heart or you're efforts will have been for nothing and the beast will just come back to life.
Crystallines don't attack on sight, most actually being peaceful unless attacked first, however since the beasts heart is known to bring back the dead they are hunted and killed.
A dead Crystalline can be looted for a Crystalline Heart and Crystals.
But be warned, greed can be your demise. If more then 20 Crystals are taken from a Crystallines body the collector will slowly start to take damage from Crystalline Curse.
Lair and Lair Actions
Crystallines will make a lair, den or nest in any large cave or on any mountain they see fit regardless of the climate.
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:
- Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
- A cloud of crystals swirl about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded 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.
- Crystal Spikes, forming a 5-foot-wide line between two of the lair’s solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) piercing damage.
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