Sapphire Dragons
Basic Information
Anatomy
Growth Rate & Stages
Ecology and Habitats
Dietary Needs and Habits
Civilization and Culture
Interspecies Relations and Assumptions
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Immunity to sleep. Magic can't put a gem dragon to sleep. Spider Climb. A sapphire dragon can climb as though using the spider climb spell. This ability is always active. Sense Psychoportation. The dragon can sense the use of any power or spell that enhances movement or allows instant transit from one place to another. This ability is always active, and extends 100 feet plus 10 feet per spell level of the effect used from the dragon. The dragon does not need a line of sight; it is instantly aware of the distance and direction to the detected power. Skate (3/Day). This ability allows the target (the dragon, a willing creature or an unattended object) to slide along any solid surface with no friction. An intelligent creature can control its movement by thought alone, skating, turning or stopping as desired. The subject's base speed is its normal speed + 15 feet. The subject can move up or down inclines that he or she could otherwise walk on, but skating upwards reduces speed to normal, while skating downward adds 30 feet (instead of 15) to the skater's speed. An object under the influence of the skate effect can be dragged across the ground as if it weighed only one-tenth its normal weight. Innate Spellcasting (Psionics). The crystal dragon's innate spellcasting ability is Charisma (spell save DC 16). The crystal dragon can innately cast the following spells, requiring no material components: 2/day each: stone shape Thought Shield. The dragon's thoughts can't be read by telepathy or other means unless they allow it. They also have resistance to psychic damage, and whenever a creature deals psychic damage to them, that creature takes the same amount of damage that they do. Legendary Resistance (3/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: +11 to hit, reach 10 ft., one target. Hit: 24 (2d10 + 6) piercing damage. Claw: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (2d6 + 6) slashing damage. Tail: Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 22 (2d8 + 6) 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. Sonic Breath (Recharge 5-6): The dragon exhales a blast of concussive force in a 50-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failed save, the creature takes 24 (12d4) sonic damage. On a successful save, they take half damage. In addition, they must also make a DC 16 Wisdom save or become panicked for 1d4 rounds. Planar Travel. As an action, the dragon can travel between the Material Plane and their home plane. Id Insinuation (7/Day). By invading the mind of a creature within 35 ft. with their psychic presence, the dragon can isolate parts of its mind, preventing the target from functioning in a coherent manner. The target is confused as long as they concentrate on it plus 1 additional round. A successful Wisdom save (DC 16) negates this effect. Ego Whip (7/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.
Empty Mind (15/Day). The dragon empties their mind of all transitory and distracting thoughts, improving their self-control. They gain advantage on Wisdom, Charisma and Intelligence saves until their next turn.
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action maybe used at a time, and may only be made at the end of a different creature's turn. The dragon regains spent legendary actions at the beginning of its turn. Detect The dragon makes a Wisdom (perception) check. Tail attack The dragon makes a tail attack. Mind lash (2 actions) The dragon reaches out with its psyche, attempting to temporarily crush an enemy's will beneath their own. One creature within 10 feet makes a DC 17 intelligence saving throw, taking 9 (2d6+3) psychic damage and being inflicted with the charmed condition until the end of the next round on a failed save. The charmed creature may not attack or use any action other than the object interaction action.
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects. A psionic scream ripples from one point of the dragon's choosing, assaulting the minds of creatures nearby. The dragon targets a 10 foot cube, forcing creatures within this radius to make a DC 15 intelligence saving throw. On a failed save creatures within are dealt 14 (4d6) psychic damage. The dragon creates a wall of sound that is 60 feet long, 30 feet high and 10 feet thick. Creatures who start their turn in this wall or who move through this wall during their turn must make a DC 15 constitution saving throw or lose all remaining movement they have for the round as the cacophony temporarily overwhelms them. Creatures within 100 feet of this wall have disadvantage on perception and investigation checks made to identify sounds. One thrall within 200 feet of the dragon is given a psionic command that spurs them to greater action. The target thrall can use their movement and immediately takes the attack, dash, disengage or dodge action, at the dragon's discretion.
The sapphire dragon lives underground in the heart of a sprawling tunnel network. They are surrounded constantly by their subjects and thralls, who function as guards, caretakers and servants for the dragon's hoard and the dragon itself. The lair for this reason almost resembles a hive and often acts as a sprawling metropolis, with multiple districts and perhaps even a guild or two nestled within it. Due to necessity a sapphire dragon may allow a kingdom or two to settle an embassy within their lair, but they are kept there only under the strictest scrutiny and by mercy of the great beast.
A legendary sapphire dragon's lair is warped by the dragon's magic, creating one or more of the following effects. The dragon may identify if any creature that it can see within 2 miles of its lair is one of its thralls or otherwise under the dragon's telepathic control. The dragon can communicate with any thrall that is within their lair telepathically from across any distance as a free action, allowing the dragon to know if there are visible intruders within the walls, and allowing it the chance to organize a defense against such creatures if there are multiple thralls currently stationed within. The dragon's influence slowly converts the rock and stone within their lair into semi-sentient sapphire that enhances the psionic capabilities of those who consume or imbue the material within themselves. A creature exposed to this stone for long enough may spontaneously develop some kind of minor psionic effect, or might have a psionic effect enhanced by their exposure. Such changes happen gradually, often over the course of decades. These crystals are the dragon's main source of food, and they bolster its psyche and refresh its spirits. Even after the dragon's death, these gem stones will remain until either consumed or their psionic energy is used up, at which point they crumble into dust and are no longer magical.
This stat block is for a dragon around 50-200 years. For dragons of different age categories, check out the following: Sapphire Dragon Wyrmling (0-15 years) Young Sapphire Dragon (15-50 years) Ancient Sapphire Dragon (200-800 years) Great Sapphire Wyrm (800 years or older)
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