Huge Dragon (Gem), Lawful Neutral
Armor Class 19 (natural armor)
Hit Points 215 (17d12 + 85)
Speed 45 ft., Fly 90 ft.
STR
17 (+3)
DEX
19 (+4)
CON
17 (+3)
INT
22 (+6)
WIS
22 (+6)
CHA
19 (+4)
Saving Throws DEX +10, INT +12, WIS +12, CHA +10
Skills Perception +12, Stealth +13
Damage Vulnerabilities Bludgeoning, Thunder
Damage Resistances Force, Poison, Radiant
Damage Immunities Necrotic, Psychic
Condition Immunities Blinded, Charmed, Frightened, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Truesight 15ft, Passive Perception 21
Languages Common, Draconic
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

 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,

 

Actions

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.

Alluring light The dragon's crystalline scales shimmer and refract light in a dizzying display. Each creature of the dragon's choice within 120 feet of the dragon and aware of it must succeed on a 17 Wisdom saving throw or become Allured for 1 minute An Allured creature can't willingly move further away from the dragon. Furthermore, at the start of its turn, if the creature is more than 5 feet away from the dragon, it must use its movement to move closer to the dragon, ending its move if it gets within 5 feet. The 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 when the effect ends for it, it is immune to the dragon's Alluring Presence for the next 24 hours

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

Bonus Actions

frenzy when the dragon is below half health it can do a claw attack as a bonus action 

Reactions
Shifting Reflections if The dragon is targeted by an attack while it is in an area of dim light The dragon can use its reaction to rapidly shift and realign its glass-like scales, causing confusing reflections. The attacker has disadvantage on the attack roll.
Flash Reflection When a creature moves within 10 feet of the dragon and the dragon is in source of bright light The dragon can focuses the light source using its crystalline scales. all creatures in 10ft must succeed on a dc 13 Constitution saving throw or be blinded for 1 minute 
Legendary Actions

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

Description
A glass dragon appears as a serpentine figure seemingly sculpted from a single, seamless piece of shimmering, crystalline glass. Its scales are not overlapping plates, but facets that catch and refract light in a blinding display of colors, much like starlight or moonlight. The scales fade from a pearlescent, misty grey-white near its core to perfect clarity at the edges, sometimes making the creature seem nearly invisible, or just an outline of shimmering air. Its wings are expansive membranes with a ghostly, nearly soundless aspect, resembling panes of stained glass that shift with ethereal energy. Its eyes are like polished gemstones that glow with a cold, pale light, allowing it to perceive into the Ethereal Plane from the Material.

The first glass dragons are said to have formed in the deep Ethereal Plane, born from crystallized proto-matter and raw planar energy. Drawn to order and structure, they migrated to the ordered plane of Mechanus, where they thrive in the spaces between the colossal, synchronized gears. Here, they absorb the ambient light and absolute law, developing their crystalline structure and innate connection to order and thought. They use the Astral Plane as a shortcut to traverse the multiverse, gliding through the silver void with a spectral elegance.
Personality: Glass dragons are highly intelligent, aloof, and inquisitive creatures with a detached view of the typical conflicts between good and evil. They are obsessed with collecting knowledge, observing the cosmos, and acquiring objects of intricate craftsmanship or reflective beauty, such as gems, polished metals, and of course, glass. They have a particular interest in mortal emotions and dreams, which they observe from the Border Ethereal, as these chaotic elements are so alien to their orderly existence in Mechanus.
Behavior: These dragons are elusive and prefer avoiding direct confrontation, using their unique appearance and abilities to observe without being seen. They hunt ethereal creatures or consume light and shining materials for sustenance, rarely needing to interact with the Material Plane except to gather specific treasures or knowledge. If forced to fight, they use their abilities to disorient and trap foes, often using blinding light and sharp glass shards.
Misconceptions: Mortals who catch a fleeting glimpse of a glass dragon often mistake them for restless spirits, wisps, or phantasms because of their transparency and silent movement. Their ability to phase in and out of the Material Plane, coupled with their unearthly appearance, reinforces the belief that they are incorporeal undead rather than living, planar beings. Some planar scholars theorize that the legends of certain ghost sightings are actually brief appearances of a glass dragon passing through the Border Ethereal.

Lair and Lair Actions

The Glass Dragon's lair is not a single, fixed location but a sprawling, ever-shifting extradimensional complex that seamlessly blends features of all three planes:
  • 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.

Previous Versions

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Monster Tags: ambusher

Habitat: Planar (Astral Plane)Planar (Ethereal Plane)Planar (Mechanus)

Billyyyyyyyyyyyyyy

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