Huge Dragon (Gem), typically Lawful Neutral | |||||||||||||||||||||||||||||||||||||||||||||||
AC 18 (natural armor) Initiative +1 (11) | |||||||||||||||||||||||||||||||||||||||||||||||
HP 207 (18d12 + 90) | |||||||||||||||||||||||||||||||||||||||||||||||
Speed 40 ft., Burrow 30 ft., Fly 80 ft. | |||||||||||||||||||||||||||||||||||||||||||||||
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| Skills Arcana +9, Deception +9, Perception +13, Stealth +6 | |||||||||||||||||||||||||||||||||||||||||||||||
| Resistances Fire, Psychic | |||||||||||||||||||||||||||||||||||||||||||||||
| Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23 | |||||||||||||||||||||||||||||||||||||||||||||||
| Languages Common, Draconic, telepathy 120 ft. | |||||||||||||||||||||||||||||||||||||||||||||||
| CR 14 (XP 11,500, or 13,000 in lair; PB +5) | |||||||||||||||||||||||||||||||||||||||||||||||
Traits | |||||||||||||||||||||||||||||||||||||||||||||||
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Shift Perception (1/Day). The dragon can cast hallucinatory terrain, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17). Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 15-foot-diameter tunnel in its wake. | |||||||||||||||||||||||||||||||||||||||||||||||
Actions | |||||||||||||||||||||||||||||||||||||||||||||||
Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) psychic damage. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. Disorienting Breath (Recharge 5–6). The dragon exhales a wave of psychic dissonance in a 60-foot cone. Each creature in that area must make a DC 18 Intelligence saving throw. On a failed save, the creature takes 42 (12d6) psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a d6 and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects. Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17):
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Bonus Actions | |||||||||||||||||||||||||||||||||||||||||||||||
Change Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it. Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it. | |||||||||||||||||||||||||||||||||||||||||||||||
Legendary Actions | |||||||||||||||||||||||||||||||||||||||||||||||
Legendary Action Uses: 3. Immediately after another creature's turn, The dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. | |||||||||||||||||||||||||||||||||||||||||||||||
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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:
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Regional Effects | |||||||||||||||||||||||||||||||||||||||||||||||
The region surrounding a legendary emerald dragon's lair is altered by the dragon's magic, creating one or more of the following effects:
If the dragon dies, the population of giant lizards near the lair returns to normal levels over the course of 1d10 days. Rocks immediately stop moving of their own accord. The existing abundance of crystals and emeralds remains, but new ones form at a normal rate. | |||||||||||||||||||||||||||||||||||||||||||||||
Customizing DragonsFTD p33[–]You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating. Languages. Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block. Skills. Most dragons are proficient in the Perception and Stealth skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form. Other Traits and Actions. You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:
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| Source: FTD, page 196. | |||||||||||||||||||||||||||||||||||||||||||||||