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Sapphire Dragons

Sapphire dragons are among the most war-like and brilliant of the dragons, and they view themselves as warrior-kings. Their bodies are long and slender, built to slink through the tight corridors of their cavernous homes, and among gem dragons they are referred to as serpentine kings.

Basic Information

Anatomy

These beautiful dragons range from light to dark blue, and sparkle in the light, even at birth.   A sapphire dragon’s scales range from light to dark blue in color, and they scintillate in any light, creating a cascade of ghostly glints on the walls of the caverns in which these creatures often lair. Unlike the scales of other gem dragons, those of a sapphire dragon do not change as the creature ages. Its pupils fade with time, however, so by the time it becomes a great wyrm, its eyes are featureless, glowing, sapphire orbs.

Growth Rate & Stages

When they are young, a sapphire dragon's scales are thin and translucent, and their unrefined psionic energies cause a pale, cobalt light to glow from between the cracks. Their horns look like two crescent blades, extending down their jawlines and slightly beyond, which the baby dragon uses to gather energy and sound for their breath and advanced echolocation and which they use to root through the earth, searching for gems and other precious minerals to build up their scales. As a sapphire dragon grows older their scales become opaque, tougher and more fully formed, as if the dragon literally grew splint and plate armor out of gems over their more vital areas, leaving only their translucent joints and other areas that require freedom of movement thinner. Their horns grow out, resembling nothing less than a helm with slits that extend from eye to nostril, and a hinge at the mouth for the dragon's jaw to open so that it can eat and talk. Finally, as they learn to control their natural psionic talents better, the dragon will also learn how to control their glow and hide it below their armor-like scales, or send it blazing forth in a dazzling beauty.   They are considered wyrmlings for the first five years, very young until age 15, reach the juvenile stage at 25 years, and become sexually mature at 50 years, being considered fully adult at 100. They are considered mature at 200, old at 400, very old at 600, and ancient at 800 years. Beyond 1,000 they are considered wyrms, and great wyrms after 1,200 years.

Ecology and Habitats

The typical sapphire dragon uses move earth and stone shape to hide the entrance to its lair. Inside, it spreads out its treasures through several chambers, arranging them in a somewhat decorative manner. Trophies from their enemies are often prominently displayed to remind the dragon of its past victories over its enemies.

Dietary Needs and Habits

A sapphire dragon often allows Large monstrous spiders to roam its lair, but only as a handy source of food. To keep such creatures close, the dragon also frequently allows their favorite prey species to inhabit portions of its lair.

Civilization and Culture

Interspecies Relations and Assumptions

The sapphire dragon is a powerful telepath, which factors into their capabilities to coordinate and dominate their armies. A sapphire dragon will often have dozens of weaker-willed creatures as thralls, taking warriors, knights and would-be dragon slayers as their servants. These thralls are the sapphire dragon's personal servants, and act as enforcers who keep the rest of the dragon's soldiers in line and go on the most dangerous and sensitive missions. Beyond this small group the servants of the dragon are little more than camp followers and cannon fodder, both useful in their own rights, but not too important to the dragon and not given anywhere near the same degree of trust.   Once a sapphire dragon has conquered a particular area and established their rule they will, barring any extraordinary circumstances, be diligent caretakers of the people they now "own." Their subjects are less likely to rebel under their rule if the dragon is harsh but fair, after all. As well, the dragon rewards the loyalty and competence of their subjects, granting boons and positions to those who please them, sometimes even granting their thralls freedom so that they can hold actual authority in their kingdoms. Some former thralls can even become grand advisers to the dragon if they prove themselves worthy enough.   Sapphire dragons are quite territorial, particularly when it comes to other dragons that encroach on their territories. Sapphire dragons tend to be antisocial toward all beings. These dragons don't go in for small talk unless the discussion revolves around military strategy, a subject in which they consider themselves experts, if not geniuses. In fact, a sapphire dragon may forgive visitors their presence if they offer it a game of strategy. Of course, it is never wise to let the dragon lose.
Genetic Ancestor(s)

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Adult Sapphire Dragon

Large dragon, lawful neutral
Armor Class 19 (Natural Amor)
Hit Points 180 20d10+80
Speed 40ft Fly: 150ft Burrow: 5ft Swim: 10ft

STR
23 +6
DEX
16 +3
CON
19 +4
INT
16 +3
WIS
17 +3
CHA
16 +3

Skills Climb +11, Deception +8, Diplomacy +8, Arcana +8, History +8, Nature +8, Religion +8, Perception +8, Investigation +8
Damage Resistances Fire; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons
Damage Immunities lightning
Condition Immunities paralyzed
Senses Darkvision 600 ft., Blindsight 180 ft, passive Perception 18
Languages Draconic
Challenge 13


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.


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: +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.

Reactions

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.


 

Legendary Actions

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.

Lair Actions

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.

Regional Effects

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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