Crystal Crawl. The dragon can move across and climb icy or rocky surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice, snow or crystal doesn't cost it extra movement.
Legendary Resistance (2/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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: +9 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 4) piercing damage plus 4 (1d8) cold damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 4) slashing damage.
Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 4) bludgeoning damage.
Charming 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 14 Wisdom saving throw or become charmed 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 Charming Presence for the next 24 hours.
Crystal Breath (Recharge 5–6). The dragon exhales an cold blast of crystals in a 60-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 32 (4d8) cold damage and (4d8) piercing damage on a failed save, or half as much damage on a successful one.
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 14 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.
Lair and Lair Actions
A Quartz Dragon’s Lair
A Quartz dragons lair in icy caves and deep subterranean chambers far from the sun surrounded by beautiful gemstones. They favor high mountain vales accessible only by flying, caverns in cliff faces, and labyrinthine ice caves in glaciers.
A Quartz dragon's magical essance is pervasive and they often spend large ammounts of time in thier humanoid form. Quartz dragons are performers and politicians and their humanoid forms are commonly high ranking officials or living secret lives as royalty.
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:
- Jagged Quartz shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
- The dragon creates an opaque wall of crystal on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to bludgeoning damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies.
Regional Effects
The region containing a legendary white dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- An aurora is often seen near or over Quartz dragon lairs, denoting their mixed metalic and chromatic heritage.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
7/4/2020 12:04:27 AM
|
1
|
1
|
--
|
Coming Soon
|
Comments