Large Dragon, Chaotic Good
Armor Class 19 (natural armor)
Hit Points 212 (19d10 + 114)
Speed 40 ft., fly 80 ft., climb 40 ft., burrow 25 ft.
STR
23 (+6)
DEX
14 (+2)
CON
23 (+6)
INT
14 (+2)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws DEX +6, CON +10, WIS +7, CHA +9
Skills Insight +5, Perception +9, Persuasion +9
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 60 ft., Darkvision 180 ft., Passive Perception 19
Languages Common, Draconic, Undercommon
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Step Of The Gem. The dragon can move across and climb rough surfaces without needing to make an ability check. Additionally, difficult terrain doesn't cost extra movement.

Luminus. The dragon can choose to illuminate the crystals on its body, casting dim light in a 60-foot radius.

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.

Crystal Shard Breath. The dragon exhales a blast of small crystal shards in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 60 (11d10) piercing damage(this damage is considered magical) on a failed save, or half as much damage on a successful one.

Weakening Breath. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.

Lair and Lair Actions

A Crystal Dragon’s Lair

Crystal dragons make their homes in secluded, out-of-the-way places, where they can be left to their own devices and do as they please. Most dwell near mountains, cave complexes, ancient ruins, or the Underdark.

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:

  • A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  • The dragon chooses a point on the ground that it can see within 120 feet of it. Crystal spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the dragon uses this lair action again or until the dragon dies.
  • A ball of light appears in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. Each creature other than the dragon that is inside the sphere must succeed on a DC 18 Constitution saving throw and each creature within 10 feet of it must succeed on a DC 15 Constitution saving throw or be blinded 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.

Regional Effects

The region containing a legendary gold dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Tracks appear in the ground within 6 miles of the dragon’s lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas that the dragon prefers to remain undisturbed.
  • Gems and pearls within 1 mile of the dragon’s lair sparkle and gleam, shedding dim light in a 5-foot radius.
  • Given days or longer to work, the dragon can make crystals within its lair, forming structures and other objects as it wishes.

If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however.

If the dragon dies, the tracks and light fade in 1d10 days, but the other effect lasts indefinitely or until destroyed by another creature.

Previous Versions

Name Date Modified Views Adds Version Actions
3/17/2020 4:01:24 PM
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Coming Soon
3/17/2020 4:18:56 PM
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Coming Soon

Habitat: MountainUnderdark

SilverFangZero16

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