Huge unknown (Gem), Neutral Good
Armor Class 16 (natural armor)
Hit Points 172 (15d12 + 75)
Speed 40 ft., Burrow 40 ft., Climb 40 ft., Fly 80 ft.
STR
21 (+5)
DEX
12 (+1)
CON
21 (+5)
INT
18 (+4)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws DEX +5, CON +9, WIS +6, CHA +8
Skills Perception +10, Stealth +9, Survival +6
Damage Resistances Cold, Radiant
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 20
Languages Common, Draconic, Telepathy 120 ft.
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Amphibious. Ah'to can breathe air and water

Legendary Resistance (3/Day). If Ah'to fails a saving throw, she can choose to succeed instead.

Actions

Multiattack. Ah'to makes one Sting attack and two Slash attacks.

Sting. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 4 (1d8) radiant damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.

Scintillating Breath (Recharge 5–6). Ah'to exhales a burst of brilliant radiance in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 40 (9d8) radiant damage on a failed save, or half as much damage on a successful one. Ah'to then gains 15 temporary hit points by absorbing a portion of the radiant energy.

Spellcasting (Psionics). Ah'to casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 16):

At will: dancing lights, guidance

1/day each: command, divination, hypnotic pattern, lesser restoration

Bonus Actions

Change Size. Ah'to can change size at will to Medium or Small, while retaining her game statistics (other than her size). This transformation ends if Ah'to is reduced to 0 hit points or uses a bonus action to end it.

Psychic Step. Ah'to magically teleports to an unoccupied space her can see within 60 feet of her.

Legendary Actions

Ah'to 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. Ah'to regains spent legendary actions at the start of her turn.

Sting. Ah'to makes one Sting attack.

Psionics (Costs 2 Actions). Ah'to uses Psychic Step or Spellcasting.

Starlight Strike (Costs 3 Actions). Ah'to releases a searing beam of starlight at a creature that she can see within 60 feet of her. The target must succeed on a DC 17 Dexterity saving throw or take 31 (9d6) radiant damage.

Description

 

 

 

Lair and Lair Actions

A Crystal Dragon’s Lair

Crystal dragons dwell in cold regions, where they construct ice and snow structures reminiscent of castles but open to the sky. Glittering crystals scattered about their lairs glow with gathered starlight, and caves or tunnels beneath the ice and snow provide protected areas for their hoards. They use their burrowing ability to dig blinds and secret passages throughout their lairs, allowing them to move easily—and potentially unnoticed.

The challenge rating of a legendary crystal dragon increases by 1 when it’s encountered in its lair.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row:

Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature.

Ice Passage. The dragon can open a passage through a wall of ice or snow that is up to 5 feet thick, creating an opening up to 30 feet wide and high.

Starlight’s Gleam. The dragon chooses a point it can see in the lair. Gleaming starlight radiates from that point to fill a 10-foot-radius sphere with dim light. Each creature other than the dragon in that area when the light appears must succeed on a DC 15 Dexterity saving throw or take 13 (2d12) radiant damage and be outlined in the glow. Attack rolls made against an outlined creature have advantage, and the creature can’t hide or benefit from being invisible. The starlight and the glow around any creature fades on initiative count 20 on the next round.

Regional Effects

The region surrounding a legendary crystal dragon’s lair is altered by the dragon's magic, creating one or more of the following effects:

Clear Skies. The skies above a crystal dragon's lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat to those approaching the lair, and visibility is the best possible for the time of day.

Crystal Profusion. Plentiful quartz crystals form in natural stone within 6 miles of the lair, particularly in places where natural light can shine on the crystals.

Icy Sight. Ice and quartz within 6 miles of the lair become conduits for the dragon’s psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components and targeting any ice or quartz crystals in that region.

Positive Energy. Any creature that finishes a long rest within 6 miles of the lair regains two additional spent Hit Dice.

Thriving Wildlife. Animal populations flourish within 6 miles of the lair. Ability checks made to forage for food by hunting, fishing, or trapping in that area are made with advantage.

If the dragon dies, the animal population near the lair returns to normal levels over the course of 1d10 days. The increased Hit Die recovery ends immediately. The existing abundance of quartz crystals remains, but new crystals form at a normal rate.

buraha

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