| Mod | Save | ||
|---|---|---|---|
| STR | 28 | +9 | +9 |
| DEX | 16 | +3 | +24 |
| CON | 28 | +9 | +36 |
| Mod | Save | ||
|---|---|---|---|
| INT | 26 | +8 | +33 |
| WIS | 24 | +7 | +16 |
| CHA | 28 | +9 | +36 |
Gemstone Dragon God. Gem dragons within 300 ft. gain advantage on all saves and resistance to all damage.
Multiattack. The Diamond Dragon makes 3 attacks: one bit and two claws
Bite. Melee Weapon Attack: +18 to hit, reach 20 ft., 1 target. Hit: 36 (5d10 + 9) piercing damage + 18 (4d8) radiant
Claw. Melee Weapon Attack: +18 to hit, reach 15 ft., 1 target. Hit: 26 (4d8 + 9) slashing damage.
Tail. Melee Weapon Attack: +18 to hit, reach 30 ft., Hit: 30 (4d10 + 9) bludgeoning.
Prismatic Breath (Recharge 5-6)
300 Ft Cone. Creatures must make a DC 25 Dex saving throw or take 90(15d12) Prismatic Breath radiant damage plus one random effect (roll d6) Success: half damage, no effect.
1. Blinded (1 minute) 2. Stunned (1 round) 3. Restrained by crystal (1 minute) 4. Petrified 5. Banished (1 minute) 6. +45 force damage
Radiant Flare. The Diamond Dragon releases a burst of refracted light. Each creature of its choice within 30 ft. must succeed on a DC 25 Con save or be blinded until the start of its next turn. A creature that succeeds is immune to this effect for 24 hours.
Crystal Shift. The Diamond Dragon’s body phases into a prismatic crystalline state. Until the start of its next turn, it gains:
- Resistance to all damage
- Advantage on Dexterity saving throws
- Its movement does not provoke opportunity attacks
Gemstone Surge. The Diamond Dragon channels raw gemstone magic. It regains 30 HP or recharges Prismatic Breath on a roll of a 6
Shattering Roar. The dragon emits a harmonic roar that fractures magical effects. Choose one creature within 120 ft. That creature must succeed a DC 25 Wis saving throw or have one spell or magical effect of 6th level or lower end immediately.
Amerystar has 2 reactions.
Prismatic Counterstrike. When a creature hits the Diamond Dragon with an attack, the dragon refracts the blow into a retaliatory beam. The attacker must make a DC 25 Dex saving throw or take 20 radiant damage and be pushed 20 ft. On a success, it takes half damage and isn't pushed.
Diamond Aegis. When the dragon or a creature within 30 ft. is targeted by an attack, the dragon forms a crystalline barrier. The target gains +5 AC against the next attack. If the attack still hits, the barrier shatters and the attacker takes 15 force damage.
Reflective Mind. When the dragon succeeds on a saving throw against a spell, it may force the caster to make the same saving throw against their own spell DC. On a failure, the spell rebounds onto the caster.
Wings of Reversal. When a creature moves within 10 ft. of the dragon, it may beat its wings. The creature must succeed on a DC 25 Str saving throw or be pushed 15 ft. and knocked prone.
Avatar Refract (Mythic form only). When the Diamond Dragon takes damage, it splits into three prismatic after-images until the start of it's next turn. Attackers must roll a d6: (1-3) Hit an after-image (no damage) - (4-6) Hit the Avatar
Prismatic Divinity (Mythic form only). When the Diamond Dragon takes damage, roll a d6: 1. Gains 50 temporary HP 2. Attacker takes 25 fire damage 3. Teleports 60 ft. 4. Attacker makes DC 25 Con saving throw or is poisoned (1 minute) 5. Dragon becomes invisible until end of next turn 6. Attacker makes DC 25 Wis save or is banished for 1 round
Legendary Actions (4/round)
Shimmer Step (1 Action). Teleport 90 ft. One creature within 10 ft. makes DC 25 Con saving throw or is blinded.
Tail Sweep (1 Action). Creatures within 20 ft. must make DC 25 Dex saving throw or take 20 bludgeoning damage and fall prone.
Gemstone Pulse. (2 Actions) Creatures within 40 ft. take 15 radiant damage and must make a DC 25 Dex saving throw or become frightened.
Mythic Actions (Avatar form Only).
Prismatic Storm (Environmental). At the start of each creature's turn, roll a d6:
1. 20 radiant damage 2. 20 force damage 3. 20 psychic damage 4. Teleported 30 ft. 5. Blinded until end of turn 6. Vulnerable to radiant until end of turn
Avatar Beam (Costs 2 Actions). 300 ft. line. DC 25 Dex saving throw or take 50(10d10) radiant & 50(10d10) force damage
Crystalline Rebirth (Costs 3 Actions). Regains 100 HP.
Description
Before the first mortal ever named a color, the cosmos cracked open and revealed a single flawless diamond—an astral geode formed from the collision of radiant creation and psionic possibility. From that crystal womb emerged Amerystar, the first and only Diamond Dragon, a being born not of egg or lineage but of cosmic equilibrium itself.
Where Bahamut embodied justice and Tiamat embodied dominion, Amerystar embodied balance—the quiet, unyielding force that keeps stars from collapsing and planes from drifting into chaos. As the multiverse expanded, the gemstone dragons awakened to their song: a harmonic resonance that shaped their minds, sharpened their psionic gifts, and bound them to the principles of clarity, truth, and transformation.
Amerystar wandered the planes not as a conqueror, but as a custodian of cosmic symmetry. They mended rifts between realities, stilled wars between dragonkind, and restored order where magic had grown wild. Yet they never imposed stasis; to Amerystar, change is not the enemy of balance—imbalance is.
When the gods of chromatic and metallic dragons clashed in ages past, Amerystar withdrew into the Prismatic Sanctum, a living cathedral of crystal suspended in the Astral Sea. From there he watches, intervening only when the scales of existence tip too far toward tyranny, entropy, or unchecked power.
To encounter Amerystar is to stand before a being who sees every possible version of you at once—past, present, and the shimmering potential of what you might become. Their judgment is neither cruel nor kind. It is simply true.
And truth, refracted through a diamond, becomes every color of creation.
Lair and Lair Actions
Hidden within the heart of a hollowed‑out astral geode, the Prismatic Sanctum is a cathedral‑sized cavern of living crystal, where light refracts into infinite colors and time itself seems to ripple. Gravity bends. Sound harmonizes. Magic resonates.
Lair Actions
On initiative count 20 (losing ties), Amerystar uses one of the following lair actions.; the same effect two rounds in a row:
Crystalline Resurgence: A wave of gemstone energy pulses outward. Choose one:
- Amerystar regains 40 hit points,
- One condition affecting Amerystar ends,
- One spell of 6th level or lower affecting the lair is dispelled.
Prism Barrage: Crystals erupt from the ground in a 60‑ft radius. Roll 1d6 Creatures of Amerystar’s choice must make a DC 25 Dex saving throw or take:
- 30 radiant damage (1-3) Success: half
- 30 force damage (4-6) Success: half
Gravity Inversion: Amerystar flips the gravitational polarity of the lair. Until initiative count 20 next round:
- All creatures except Amerystar must succeed on a DC 25 Str saving throw or be flung 40 ft. upward, taking falling damage when gravity normalizes.
- Flying creatures instead must succeed on a DC 25 Dex saving throw or be knocked prone in midair.
Crystal Wall Manifestation: Amerystar summons a 60‑ft‑long, 20‑ft‑high, 5‑ft‑thick wall of diamond. It has AC 22 and 200 HP. It refracts light:
- Creatures behind it have three‑quarters cover
- Radiant damage passing through it is doubled
Prismatic Reality Shift (Avatar from only): Amerystar alters the battlefield’s fundamental rules. Roll 1d4:
1. All damage becomes radiant 2. All movement is halved 3. All saving throws are made with disadvantage 4. All spells cast are treated as if cast at +2 levels
Diamond Singularity (Avatar form only): A point in space collapses into a radiant singularity. Creatures within 40 ft. must make a DC 25 Str saving throw or be pulled 30 ft. toward the center and take 40 force damage. Success, no damage or pull. Creatures that reach the center take an additional 40 radiant damage.
Regional Effects
The region within 10 miles of the Prismatic Sanctum is altered by Amerystar’s presence:
Harmonized Weather: Storms, droughts, and natural disasters cannot occur. Weather always shifts toward equilibrium.
Crystal Bloom: Gemstone‑like flowers grow from stone. They glow faintly and hum when touched. Casting identify on one reveals a random cantrip it can cast once per day.
Balanced Minds: Creatures in the region have advantage on saving throws against Fear, Charm, Madness, and Psionic intrusion
If Amerystar dies, these effects fade over the course of 14 days.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/3/2026 3:09:47 AM
|
39
|
1
|
1
|
Coming Soon
|
|
|
5/6/2026 2:48:23 AM
|
21
|
0
|
1
|
Coming Soon
|
|
|
5/8/2026 1:54:47 AM
|
36
|
0
|
--
|
Coming Soon
|
|
|
5/8/2026 2:03:50 AM
|
37
|
1
|
--
|
Coming Soon
|
Comments