Blinding light (only in combat). For two rounds, the dragon can use both of their action and bonus action to shoot out concentrated light to blind opponents in a 40ft radius.
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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) 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.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Shard Breath. The dragon exhales Shards of gemstones in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) slashing damage on a failed save, or half as much damage on a successful one.
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.
Hypnosis. The dragon casts an illusion on a target in a 60ft radius, where they have to pass a DC 23 intelligence-saving throw or have a 50% chance for every attack they do to instead deal the damage on themselves. This lasts until the affected target hits the dragon.
The dragon can take 2 bonus actions, choosing from the options below. Only one bonus action option can be used at a time and only at the end of another creature's turn. The dragon regains spent bonus actions at the start of its turn.
Shockwave. The crystals on the dragon's back shine brightly and shoot our concentrated light slashes dealing (1d6+4) slashing and radiant damage in a targeted 20-foot radius.
Mineral consumption. The dragon grabs a large lump of soil/dirt and consumes any minerals that are in it and uses it to heal (1d20+4) hit points.
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.
Draconic roar (costs 2 actions). The dragon roars loudly, resulting in all creatures in a 160-foot radius having to roll and succeed in a 15-dexterity-saving roll or be incapacitated for 1 round.
Gem enhance(costs using 1 bonus action each turn to keep it up). The dragon enhances parts of its body in pure crystal raising its AC by 3 and giving +3 to strength and dexterity rolls for 5 rounds of combat before returning to normal
Description
An ancient gem dragon that has lived for thousands of years, it has cultivated its power and has grown massively. they are followed by hundreds of gem followers and often have expanded their cave to be a mighty fortress.
Often found with gems (homebrew species), gem dragons protect them from threats, and in return they act as a sort of assistant/butler to the dragon. The gem dragon often sees them as valuable treasures and will act defensively if they are damaged, taken, or are away for too long. While this behaviour is common, in certain cases a gem dragon will act more aggressively depending on the gem; this is due to some gems raising the dragons from birth and bonding to them. This is due to gem dragons being formed from diamonds, which hold a large amount of power that needs to be quelled so pearls undergo the nurturing of them. As they are close with their gems, they can often be seen having a more playful nature and even resting alongside certain gems that they have grown attached to. Due to their connection to Gems (homebrew species), they have gained the ability to create new gems from nearby gemstones by permanently reducing their hit points by 10.
They have a great distaste for dwarfs/blacksmiths, as they would take both gems and gemstones and forcefully intergrade them into weapons and armor to enhance them. This has resulted in all Gem dragons having advantage on attacks when in combat with any dwarfs/blacksmiths for the first 2 rounds of combat.
Lair and Lair Actions
A Gem Dragon’s Lair
Gem dragons make their homes in spacious caves, where they can do as they please without arousing suspicion or fear. They are mostly surrounded by their gem assistants that help with maintaining their cave.
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:
- The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative counts 20 on the next round.
- One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be transported and locked away in a constructed room. To escape, the creature must use its action to make a charisma check contested by the dragon’s. If the creature wins, it escapes the room. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.
Regional Effects
The region containing a legendary gem dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon’s lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.
- Banks of beautiful, opalescent mist manifest within 6 miles of the dragon’s lair. The mist doesn’t obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non-evil creatures in the mist, warning such creatures of the danger.
- Gems and pearls within 1 mile of the dragon’s lair sparkle and gleam, shedding dim light in a 5-foot radius. And disappear after a long rest and are transported into the lair.
If the dragon dies, these effects end immediately and leave behind a large crystal.
Previous Versions
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3/27/2025 12:28:52 AM
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Coming Soon
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