Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects. Unless the spell does thunder damage
Reflective Carapace. Any time the dragon is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the dragon is unaffected. On a 6, the dragon is unaffected, and the effect is reflected back at the caster as though it originated from the dragon, turning the caster into the target. This automatically happens if its magic missile or any spell that gives the blinded condition or creates light
Limited Magic Immunity. The dragon can't be affected or detected by spells of 1st level or lower unless the spell does thunder damage
Clear Scales: Each creature that has not already spotted the dragon and is searching needs to make a DC 15 wisdom perception check to spot the dragon as its translucent scales bend light around it. (If a player loses sight of the dragon at the end of its turn the check must be re-made or attacks have disadvantage when targeting the glass dragon.)
Sharded Shape. As the dragon is beaten and battered the glass of its scales begin to shatter and break , once the dragon reaches below 50% of its maximum HP It losses the clear scales trait but gains ever time it gets hit by a attack all creatures in 5ft radius around it takes 2d6 piercing damage from glass shards
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Spellcasting. The dragon is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:
Cantrips (at will): fire bolt, minor illusion
1st level (5 slots): detect magic, magic missile, color spray
2nd level (5 slots): detect thoughts, Invisibility, mirror image
3rd level (4 slots): counterspell, dispel magic, blink,Glyph of Warding
4th level (2 slots): Greater Invisibility, Leomund's Secret Chest
5th level (2 slots): wall of force,
6th level (1 slot): True Seeing, scrying
7th level (2 slot): planar shift,Etherealness
8th level (1 slot): maze
9th level (1 slot): astral projection,
Multiattack. The dragon can use its Alluring light. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) slashing damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Breath Weapons (Recharge 5–6). The dragon uses one of its breath attacks
Molten Breath. The dragon spews a molten blast in a 35-foot line 5ft wide or a 25ft cone Each creature in that area must make a DC 20 Dexterity saving throw, taking 58 (13d8) fire damage on a failed save and is restrained as the molten glass begins to harden, or half as much damage on a successful one and is not restrained but has its movement speed reduced by 15ft
Shard breath. The dragon exhales hail of shards of glass in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw taking 35 (8d8) piercing damage and 35 (8d8) slashing damage
frenzy when the dragon is below half health it can do a claw attack as a bonus action
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.
glassy gaze(Costs 1 Actions): The dragon targets a creature it can see within 60 feet. The creature must succeed on a dc 15 Wisdom saving throw or be stunned until the end of its next turn as the dragon's gaze momentarily paralyzes it.
Shattering shard (Costs 1 Actions) the dragon can launch a shard of its body at a target. The shard deals 1d6 piercing damage and the creature needs to make a dc 16 Constitution saving throw, or the target is vulnerable to slashing damage for 1 minute
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
Lair and Lair Actions
- Astral Plane (The Void of Thought): The core of the lair is a vast, open space within the silvery void, featuring giant citadels or keeps made of black and rainbow-hued crystalline structures that grow organically from its psychic energy. Here, subjective gravity is manipulated, and crystal shards sprout from the "ground" as a defense mechanism. The lair is a place of pure information, with libraries of knowledge gathered from across the multiverse.
- Ethereal Plane (The Sea of Mist): Sections of the lair phase in and out of the Deep Ethereal, appearing as mist-shrouded, translucent structures that are largely intangible to those on the Material Plane. These areas are where the dragon sorts raw, proto-matter and ethereal energy, allowing it to build physical components of its lair or even temporary demiplanes.
- Mechanus (The Clockwork Universe): Portions of the lair are perfectly integrated into the giant, interlocking cogs of Mechanus, appearing as a series of flawless, crystal-clear gears and mechanisms. This section of the lair is dedicated to absolute order and precision, where the dragon imposes structure on the chaotic information gathered from other planes. Portals, appearing as light-green, cog-like circles, open and close at precise, predictable intervals, connecting different parts of the tri-planar lair.
- Horde the glass dragon’s are made up of old books, scrolls of lost knowledge, spell scrolls, gears, gems, mirrors, and a few magic items
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 and can only use silver cord shear and ethereal mist cloud 2 times:
- Gravity Manipulation: The dragon alters local gravity in a 30-foot sphere. Creatures within the sphere must make a Strength saving throw or float 15 feet in a direction of the dragon's choice and become restrained until the end of their next turn.
- Cog Alignment: The gears of the lair shift. all Creatures Except the dragon must make a dc 17 Dexterity saving throw or be knocked prone and moved to a different, random location on the battlefield.
- Proto-Matter Shard Wall: The dragon causes proto-matter to solidify into a 30ft wall of sharp, dense glass shards. Each 10-foot section has 60hp and a ac of 12 and is vulnerable to thunder damage
- Silver Cord Shear The dragon can attempt to sever the silver cord of any creature traveling via astral projection within its lair the creature needs to make a dc 11 dexterity saving throw or it’s cut
Ethereal Mist Cloud: The land conjures a 20-foot radius sphere of dense, swirling, razor-sharp mist. Any creature entering or starting its turn in the mist takes 1d6 slashing damage and is considered heavily obscure it’s also difficult terrain to all creatures except the dragon this lasts for 2 rounds but can be ended early by a strong wind from a spell
Regional Effects
The region containing a legendary black dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Psychic Resonance: Within 1 mile of the lair, creatures might find their thoughts amplified, making it impossible to communicate telepathically without a successful Wisdom save to filter the noise. Alternatively, the dragon is aware of the presence and location of any creature with an Intelligence of 3 or higher within 10 miles of its lair.
- Reflective Surfaces: Surfaces within a 18 mile radius of the lair take on a polished, highly reflective quality, sometimes showing distorted or predictive images
- Shard Illusions: trees and other objects within 3 miles of the lair appear as massive, floating, razor-sharp glass shards or illusory monsters made of glass. A creature that examines them closely and succeeds on a DC 15 Intelligence’s (Investigation) check can discern they are harmless illusions or they have a small chance to just appear sometimes
- Aura of Fragility: Non-magical objects and structures within 1 mile of the lair become brittle and are easily shattered (e.g.,have stuff that should not break easily have a 10 to 40 percent chance of shattering).
If the dragon dies, the reflective surface of a couple of objects stay like how the dragon made them appear , but other effects fade over 1d10 days.
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