Crystalline Dragon
2014Huge dragon, any chaotic
Armor Class 20
Hit Points 270 ()
Speed 40 ft., fly 80 ft.
Initiative
Saving Throws Dex +8, Con +13, Wis +9, Cha +14
Skills Insight +9, Intimidation +14, Perception +15
Damage Immunities bludgeoning, piercing, and slashing
Senses blindsight 60 ft., darkvision 120 ft., passive
Languages Common, Draconic
Challenge 18 (20,000 XP)
Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.
Prismatic Immunity. The dragon can use its bonus action to gain immunity to one of the following damage types: acid, cold, fire, or lightning. The immunity lasts until the dragon uses its ability again.
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: , reach 10 ft., one target. Hit piercing damage.
Claw. Melee Weapon Attack: , reach 5 ft., one target. Hit slashing damage.
Tail. Melee Weapon Attack: , reach 15 ft., one target. Hit bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 22 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.
Prismatic Breath (Recharge 5-6). The dragon exhales multicolored rays of light. Each creature in a 60-foot cone must make a DC 21 Dexterity saving throw. For each target, roll a to determine which color ray affects it. 1 Red. The target takes fire damage on a failed save, or half as much damage on a successful one. 2 Orange. The target takes acid damage on a failed save, or half as much damage on a successful one. 3 Yellow. The target takes lightning damage on a failed save, or half as much damage on a successful one. 4 Green. The target takes poison damage on a failed save, or half as much damage on a successful one. 5 Blue. The target takes cold damage on a failed save, or half as much damage on a successful one. 6 Indigo. On a failed save, the target is restrained. It must then make a DC 21 Constitution saving throw at the end of each of its turns. If it successfully saves three times, the effect ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. 7 Violet. On a failed save, the target is blinded for 1 minute. 8 Special. The target is struck by two rays. Roll twice more, rerolling any 8.