Topaz Dragons
Basic Information
Anatomy
Growth Rate & Stages
Ecology and Habitats
Dietary Needs and Habits
Civilization and Culture
Interspecies Relations and Assumptions
Remove these ads. Join the Worldbuilders Guild
Immunity to sleep. Magic can't put a gem dragon to sleep. Water Breathing. Topaz dragons breathe water as readily as air. Innate Spellcasting (Psionics). The dragon's innate spellcasting ability is Charisma (spell save DC 16). The dragon can innately cast the following spells, requiring no material components: 2/day each: feather fall 3/day each: fog cloud, control winds 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. Dehydration Breath (Recharge 5-6): The dragon exhales a dehydrating 50-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failed save, the creature takes (16d8) dessication damage. On a successful save, they take half damage. In addition, this effect evaporates one cubic foot of water per hit point of damage dealt. Planar Travel. As an action, the dragon can travel between the Material Plane and their home plane. Ego Whip (9/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. Mind Thrust (36/Day). The dragon divines the most vulnerable portions of their opponent’s mind and overload it with a glut of psychic information. This attack deals 1d6 points of damage per caster level (maximum 5d6). The target receives an Intelligence save (DC 20) for half damage. This attack has no effect on creatures without an Intelligence score.
Mental Barrier (5/Day). The dragon projects a field of improbability around itself, creating a fleeting protective shell. They gain a +4 deflection bonus to Armor Class.
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. Body realignment (2 actions). The dragon's natural magic ripples along itself, allowing the dragon to recover from wounds in the middle of battle. The dragon is immediately healed of 31 (7d8) damage.
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects. The dragon drains all moisture from a line of land, creating a dehydrating, debilitating wall. The dragon makes a line that is 50 feet long and 5 feet wide that is built in 10 foot contiguous sections as the dragon desires. Creatures who start their turn in this wall or who move through it for the first time on their turn must make a DC 15 constitution saving throw or be dealt 14 (4d6) necrotic damage and have their remaining movement reduced by 15 feet. On a successful save, the creature is dealt half as much damage and their movement is not reduced. Creatures immune to necrotic damage automatically succeed on this saving throw. This wall remains until the dragon uses its next lair action or the dragon dies. The dragon rapidly dehydrates a target creature, draining them of their stamina. One target creature is forced to make a DC 15 constitution saving throw, being dealt 14 (4d6) necrotic damage and suffering from one level of exhaustion on a failed saving throw. On a successful saving throw, the target suffers half damage and they do not suffer any exhaustion. The dragon releases some of the moisture it has absorbed in an aquatic pulse, knocking creatures away from a target point before the water rapidly evaporates once more. Creatures within 50 feet of the target point must make a DC 15 strength saving throw, and on a failed save they are pushed 30 feet straight away from the point of origin. The dragon automatically passes this saving throw.
A topaz dragon's lair is located within a coastal cavern, its entrance underwater and the main chambers in a large, dry underground refuge. The lair is often secure, with only the aquatic entrance leading into it, and any smaller entrances act as mere air holes that are too small for most other creatures to crawl through. The dragon keeps very few markings within its lair, and the tunnels it makes are often winding and chaotic, designed to confuse intruders and either force them to wander around until the dragon returns and takes care of them, or to frustrate them enough that they leave.
A legendary topaz dragon's lair is warped by the dragon's magic, creating one or more of the following effects. Their lair is bone-dry, despite its watery entrance. Non-magical liquid will evaporate and disappear within five minutes of becoming exposed to this air unless the liquid's container is brought out of the lair. Water within a mile of the lair itself will feel strangely dry. The lair will feel strangely off, as if the energies are slightly unbalanced and discordant, and (if the dragon has its way) will make those that spend too long in the lair nauseous, and give intruders an urgent desire to leave. The stone of the lair will become encrusted with yellow and orange gem, multi-faceted and glowing brightly. Any aquatic beast that comes in contact with this stone will become mentally connected with the Topaz dragon, who can use this connection to hunt the creature, and to temporarily look through their eyes and scout out the area around its lair.
This stat block is for a dragon around 100-800 years. For dragons of different age categories, check out the following: Newborn Topaz Dragon (0-5 years) Topaz Dragon Wyrmling (5-25 years) Young Topaz Dragon (25-100 years) Ancient Topaz Dragon (800 years or older)
Display your locations, species, organizations and so much more in a tree structure to bring your world to life!
Comments