Huge Dragon (Gem), typically Lawful Neutral |
AC 18 (natural armor) Initiative +2 (12) |
HP 225 (18d12 + 108) |
Speed 40 ft., Burrow 30 ft., Climb 40 ft., Fly 80 ft. |
| | mod | save | | | | mod | save | | | | mod | save | Str | 23 | +6 | +6 | | Dex | 14 | +2 | +7 | | Con | 22 | +6 | +11 | Int | 18 | +4 | +4 | | Wis | 17 | +3 | +8 | | Cha | 18 | +4 | +9 |
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| Skills History +9, Perception +13, Persuasion +14, Stealth +7 |
| Resistances Lightning, Thunder |
| Immunities Frightened |
| Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23 |
| Languages Common, Draconic, telepathy 120 ft. |
| CR 15 (XP 13,000, or 15,000 in lair; PB +5) |
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Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Spider Climb. The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 10-foot-diameter tunnel in its wake. |
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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 5 (1d10) thunder damage. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. Debilitating Breath (Recharge 5–6). The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. On a failed save, the creature takes 44 (8d10) thunder damage and is incapacitated until the end of its next turn. On a successful save, the creature takes half as much damage and isn't incapacitated. 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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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. |
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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. |
Claw. The dragon makes one Claw attack. Psionics (Costs 2 Actions). The dragon uses Psychic Step or Spellcasting. Telekinetic Fling (Costs 3 Actions). The dragon chooses one Small or smaller object that isn't being worn or carried that it can see within 60 feet of it, and it magically hurls the object at a creature it can see within 60 feet of the object. The target must succeed on a DC 17 Dexterity saving throw or take 31 (9d6) bludgeoning damage.
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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: Awesome Thunder. A thunderous detonation of sound that can be heard up to 300 feet away surrounds one creature in the lair that the dragon can see. That creature must succeed on a DC 15 Constitution saving throw or take 13 (3d8) thunder damage and be stunned until the end of its next turn. 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. Stone Passage. The dragon touches a section of stone up to 30 feet in any dimension. The dragon can shape the stone to open or close a passage through a wall, as long as the wall is less than 10 feet thick.
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The region surrounding a legendary sapphire dragon's lair is altered by the dragon's magic, creating one or more of the following effects: Crystal Profusion. Natural stone within 6 miles of the lair grows plentiful crystal formations and veins of sapphire gemstones, particularly underground. Stony Sight. Natural stone within 6 miles of the lair is a conduit for the dragon's psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components and targeting any natural stone formation in that region. Telepathic Enhancement. The dragon's psionic energy enhances the mental powers of other creatures. Any creature capable of telepathic communication has its telepathy range doubled while within 1 mile of the lair. This includes creatures with innate telepathy and magical telepathy such as the Rary's telepathic bond spell. Thriving Wildlife. Giant spiders (a sapphire dragon's favorite prey) are attracted to the area within 6 miles of the lair and settle there in large numbers.
If the dragon dies, the population of giant spiders in the region returns to normal levels over the course of 1d10 days. The enhancement of telepathic abilities ends immediately. The existing abundance of crystals and sapphires 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: Change Shape. You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign: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. Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach. Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check. Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object. Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense. Tunneler. The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.
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| Source: FTD, page 215. |