Adult Amethyst Dragon
Huge dragon, any neutral
Armor Class 21 (Natural Armor)
Hit Points 192 22d12+60
Speed
40ft
Fly: 150ft
Burrow: 20ft
Swim: 10ft
Skills Deception +8, Diplomacy +8, Arcana +8, History +8, Nature +8, Religion +8, Perception +8, Investigation +8
Damage Resistances Fire, Force; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons
Damage Immunities Poison
Condition Immunities paralyzed, poisoned
Senses Darkvision 600 ft., Blindsight 180 ft
Challenge 14
Immunity to sleep. Magic can't put a gem dragon to sleep.
Force Resistant. The dragon has advantage on saving throws against force-based magical effects.
Invisibility (1/day). The dragon forces the subject to make a Wisdom saving throw (DC 16). On a failure, the dragon becomes completely undetectable to the subject by erasing all awareness of their presence from its mind. This power has the following effects.
First, they are invisible and inaudible to the creature. It cannot even detect their presence by means of blindsense, blindsight, scent, or tremorsense. It cannot pinpoint their location by any means.
Second, the subject remains unaware of their actions, provided they do not make any attacks or cause any obvious or directly threatening changes in the subject’s environment. If they attack the subject creature, the effect ends.
If they take an action that creates a sustained and obvious change in the subject’s environment—for example, attacking a creature aside from the subject or moving a large or attended object the subject can see—the subject immediately gains a new saving throw against the power. An ally of the subject creature that is able to see or perceive them can use a bonus action to warn the subject and thereby grant it a new saving throw.
Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead.
Actions
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: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw: Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail: Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 180 ft. of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become Frightened 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 Frightful Presence for the next 24 hours.
Concussive Breath (Recharge 5-6): The dragon exhales a blast of concussive force in a 100-foot line. Each creature in that area must make a DC 16 Dexterity saving throw, taking 48 (12d8) force damage on a failed save, or half as much damage on a successful one. The dragon can choose to deal a non-lethal hit with this breath weapon.
Planar Travel. As an action, the dragon can travel between the Material Plane and their home plane.
Explosive Gem (1/day). An amethyst dragon can spit a violet, crystalline lozenge up to 75 feet away with pinpoint accuracy. The gem explodes on impact, dealing 5d6 bludgeoning damage to all creatures within a 20-foot-radius. A target that succeeds on a DC 16 Dexterity saving throw takes half damage.
Stomp (3/day). By stamping its foot, an amethyst dragon precipitates a shock wave that travels along the ground, toppling creatures and loose objects in a 20-foot-cone. The effect extends below the ground's surface. Any creature standing in the area that fails a DC 23 Strength saving throw is knocked prone and takes 1d4 points of bludgeoning damage.
Ego Whip (4/day). As an action, the dragon rapidly lashes the mind of an enemy within 150 ft., debilitating its confidence. The target takes 1d4 points of Charisma damage, or half that amount (minimum 1 point) on a successful DC 16 Intelligence saving throw. A target that fails its save is also dazed for 1 round.
Reactions
Mental Barrier (2/day). When attacked, the dragon projects a field of improbability around itself, creating a fleeting protective shell. They gain a +4 deflection bonus to Armor Class for one round.
Legendary Actions
Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each 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 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 20 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
A wall of force erupts between the dragon and their foes. This wall is 30 feet high, 50 feet long and 1 inch thick, and is completely translucent, allowing creatures to see what is occurring on the other side. A wall may only be created within 120 feet of the dragon. This wall of force lasts for one minute, or until this lair action is used again. A wall of force may be destroyed instantly by a disintegrate spell or similar effect. Alternately, every 10 foot section of the wall has an armor class of 15, 60 hitpoints, immunity to fire, poison, radiant and necrotic damage, and resistance to bludgeoning, slashing and piercing damage from non-magical weapons. The dragon must use two different lair actions before they can use this one again.
A crystal of pure kinetic energy drops from the lair's ceiling, exploding upon impacting the ground. The dragon targets one space where the crystal lands and erupts, forcing creatures in a 20 foot sphere to make a DC 15 dexterity saving throw, taking 14 (4d6) piercing damage and 14 (4d6) force damage and being knocked 10 feet away from the crystal on a failed save. On a successful saving throw a creature is dealt half as much damage and is not moved.
The dragon creates a field of humming energy around itself. Until the next lair action, creatures within 25 feet of the dragon must make a DC 15 strength saving throw to move closer to the dragon and they make ranged attacks against the dragon at disadvantage.
While most amethyst dragons make their lair on the plane of earth, the ones who live on the mortal plane favor long, winding mountain ranges, where they live within and hollow out the hearts of their earthen homes. These mountains are typically nowhere near a coastline, and some of them are hollowed out volcanoes.
Regional Effects
A legendary amethyst dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
Within 1 mile of the amethyst dragon's lair, stone and gems will form into sentient constructs such as gargoyles and stone or clay golems. These constructs are friendly to the dragon and obey its commands, and are indifferent to creatures who have no harmful intent for their draconic master. Typically there are 3d8 gargoyles and 2d4 golems scattered throughout the tunnels of the dragon's lair.
The walls of the dragon's tunnel system and cave entrances within 5 miles of the dragon's lair will have a purple sheen to them, becoming lightly encrusted in a gem-like lair that gleams in the light. This dazzling rock is highly reflective, and hums lightly at all times, giving off faint vibrations when a creature touches it.
If the dragon settles within a natural cavern, the landscape of the tunnels and caves will slowly change, taking on the crude form of an underground castle complete with amethyst gates, walls and rooms for guests. This includes statues of itself that are almost life-sized replicas of the dragon's glory in perfect amethyst, standing vigil and serving as decorations. The dragon knows the location of all creatures within the line of sight of these statues. Each statue has Truesight out to 60 feet and a natural perception of 16.
If the dragon dies, the gems and constructs will crumble into dust within 1d10 weeks. Stones shaped into fortifications will remain for as long as they do not erode or are not broken.
This stat block is for a dragon around 100-400 years. For dragons of different age categories, check out the following:
Newborn Amethyst Dragon (0-5 years)
Amethyst Dragon Wyrmling (5-25 years)
Young Amethyst Dragon (25-100 years)
Ancient Amethyst Dragon (400-800 years)
Great Amethyst Wyrm (800 years or older)
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