Gargantuan Dragon, Neutral
Armor Class 22 Natural Armor
Hit Points 500 (30d20 + 150)
Speed 40 ft., fly 40 ft., burrow 50 ft.
STR
27 (+8)
DEX
13 (+1)
CON
28 (+9)
INT
17 (+3)
WIS
26 (+8)
CHA
14 (+2)
Saving Throws STR +15, CON +16, WIS +15
Skills Insight +15, Perception +10, Stealth +10
Damage Immunities Force
Senses Blindsight 90, Darkvision 120, Passive Perception 30
Languages Common, Draconic
Challenge 22 (41,000 XP)
Proficiency Bonus +7

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

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: +16 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.

Tail. Melee Weapon Attack: +16 to hit, reach 20 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 23 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.

Force Breath. The dragon exhales pure magical force in an 60-foot line that is 15 feet wide. Each creature in that line must make a DC 19 Intelligence saving throw, taking 80 (15d10) force damage on a failed save, or half as much damage on a successful one.

Blinding Breath. The dragon exhales fine particles of dust in a 25-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw or become blinded for 5 minutes. This effect ends for a creature if the creature succeeds on a DC 22 Wisdom saving throw or if the blindness is cured, magical or otherwise.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Invisibility. The dragon turns invisible for 2 rounds, as if using the Invisibility spell. 

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.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

 

 

Description

Amethyst dragons have glittering violet and lilac scales that give them the appearance of being encrusted in amethysts. They have jutting lower jaw and a row of violet spines running down the entire lengths of their bodies. Their wings are comperatively small and make Amethyst dragons poor flyers, but their strong legs and long claws make them excellent burrowers. 

Amethyst dragon wyrmlings have scales of dull violet. As they age, their scales become more vibrant and brilliant, taking their crystalline appearance when they reach adulthood.

Amethyst dragons have a reputation of being wise even by dragon standards. They are excentric and rarely take sides, preferring to observe and to stay hidden while their chromatic and metallic cousins battle with each other. 

Lair and Lair Actions

An Amethyst Dragon's Lair

A amethyst dragon lairs in mountain caves and sometimes in the Underdark. It’s lair consists of several interconnected chambers, dug out by the dragon’s own massive claws with the skill of a stone mason.

Lair Actions

On initiative count 20 (losing initiative ties), the amethyst dragon takes a lair action to cause one of the following effects; the amethyst dragon can’t use the same effect two rounds in a row:

  • The dragon creates cloud of dust. The dust cloud lasts until initiative count 20 on the next round. Every creature within the cloud has disadvantage on Wisdom (perception) checks and disadvantage on attack rolls until the cloud dissipates. Creatures with blindsight are unaffected by the dust cloud.
  • The dragon causes the ground to shake in a radius of 20 ft at a point it can see within 120 ft of it. Any creature within the ground shake’s radius has to succeed on a DC 15 Dexterity saving thrown or be knocked prone.

Regional Effects

The region containing a legendary Amethyst dragon’s lair is warped by the dragon’s magic.

  • Small earthquakes are common within 6 miles of the dragon’s lair.
  • Tunnels and caverns twist and turn and tend to have adventurers travel in circles.
  • Anyone within 3 miles of the dragon’s lair might be suspect to bousts of seriousness or melancholy.

If the dragon dies, the changes in mood dissapear immediately. The groundshakes and twisting tunnels disapear within 1d10 days of the dragon’s demise.

Environment: ArcticMountain

Andauril