Huge Dragon (Gem), typically Chaotic Neutral | |||||||||||||||||||||||||||||||||||||||||||||||
AC 18 (natural armor) Initiative +1 (11) | |||||||||||||||||||||||||||||||||||||||||||||||
HP 210 (20d12 + 80) | |||||||||||||||||||||||||||||||||||||||||||||||
Speed 40 ft., Fly 80 ft., Swim 40 ft. | |||||||||||||||||||||||||||||||||||||||||||||||
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| Skills Intimidation +14, Perception +13, Stealth +6 | |||||||||||||||||||||||||||||||||||||||||||||||
| Resistances Cold, Necrotic | |||||||||||||||||||||||||||||||||||||||||||||||
| Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23 | |||||||||||||||||||||||||||||||||||||||||||||||
| Languages Common, Draconic, telepathy 120 ft. | |||||||||||||||||||||||||||||||||||||||||||||||
| CR 13 (XP 10,000, or 11,500 in lair; PB +5) | |||||||||||||||||||||||||||||||||||||||||||||||
Traits | |||||||||||||||||||||||||||||||||||||||||||||||
Amphibious. The dragon can breathe both air and water. Fabricate (1/Day). The dragon can cast fabricate, requiring no spell components and using Intelligence as the spellcasting ability. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. | |||||||||||||||||||||||||||||||||||||||||||||||
Actions | |||||||||||||||||||||||||||||||||||||||||||||||
Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 3 (1d6) necrotic damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Desiccating Breath (Recharge 5–6). The dragon exhales yellowish necrotic energy in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw. On a failed save, the creature takes 35 (10d6) necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature's weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn't weakened. 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 topaz 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 squid in the region returns to normal levels over the course of 1d10 days. The existing abundance of crystals and topazes 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 221. | |||||||||||||||||||||||||||||||||||||||||||||||
Adult Topaz Dragon
Characters
Abilities
Unorganised
Amphibious - Racial Feat
Can breathe air or water.
Blindsight - Racial Feat
If you have Blindsight, you can see within a specific range without relying on physical sight. Within that range, you can see anything that isn't behind Total Cover even if you have the Blinded condition or are in darkness. Moreover, in that range, you can see something that has the Invisible condition.
Darkvision x2 - Racial Feat
Darkvision 120 ft.