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  1. - Top - End - #1
    Ogre in the Playground
     
    Gnomes2169's Avatar

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    Default Gem dragon conversion

    Because we neeeeeeeeeeeed iiiiiiiiiiiiiiiiiiiiiiiit... But seriously, I miss the gem dragons. Those TN denizens of the plane of earth who are the middle ground between the chromatic and the metallic (and who have psionics as of 3.0), and who are shiny, shiny rocks of awesome, with rather unique breath weapons. Dragons will be listed in alphabetical order, and will have their own little flavor texts in each stat block. Comments on balance would be greatly appreciated.

    Traits shared by all gem dragons: Gem dragons live up to their name, having incredibly durable hides and resilience to poisons and fire. their ability to move through the earth is about equal to their ability to walk on land, but compared to most other dragons their flight suffers for it. Most do not share a breath weapon damage type with their chromatic and metallic brethren. Finally, they all inhabit the neutral spectrum of the alignments, not leaning heavily towards good or evil.

    Amethyst Dragons

    Of all the dragons, amethyst dragons are among the most orderly and noble. Acting as intermediaries in wars between mortals and dragons alike, these ancient and powerful creatures almost wreath themselves in a haughty air of authority.
    Their lavender hide is dazzling and multi-faceted, as if it was made from naturally growing crystals. Wyrmlings have an almost translucent appearance to their gem-like hide, which will gradually become darker and far more dense as the dragon grows. The ridges along their jaws and down their long, sloped spines are the most distinctive features of these dragons, the crest-like growths built like multiple ridges of flat, spiked shrubberies.
    Draconic societies Amethyst dragons are almost unique in their desire for social order, and form almost kingdom-like pods of lairs within the plane of earth and their select colonies on the mortal plane. While a few amethyst dragons go off to create separate lairs free from the annoying neighbors next door, the vast majority actually connect their lairs to those of other amethyst dragons in a massive network of sprawling tunnels. The dragons within each pod know their entire network, and many function as guards or soldiers who protect the young and many hoards that exist within. For this reason, it is recommended that no creature attempt to actually raid an amethyst dragon's lair, for you will usually not fight just the one or two dragons that live within.
    This desire for society is not made from compassion or need, however, but rather a cold, logical calculation that it is more secure to live together than it is to live alone. This dispassionate way of approaching any major decision extends to all of an amethyst dragon's decisions, from meals to deciding and dividing territory and to the selection of mates. Love, enjoyment and happiness almost never enter the equation.
    Energy manipulators Amethyst dragons pride themselves on their ability to manipulate the flow and shape of energy, and no other being can craft the power of raw force like they do. With nothing more than an errant thought the amethyst dragon can form walls of force, charge crystal with destructive kinetic energy and drive away all attacks and foes who would approach them. Additionally, while force is their primary tool and they command the greatest control over it, their latent psionic capabilities allow them to rapidly adapt their body when a different kind of energy harms them, making them more resilient to its harmful effects for a short while. Many an evoker has found naught but frustration when he turned his destructive magics against an amethyst, only to find that the spell had no more effect than a warm summer breeze.
    Haughty lords While interacting with lesser mortals, the amethyst dragon will tend to ignore or brush aside any advice that doesn't follow their agenda, preferring to rely on their own egos and ideas. This leads to them being absolutely infuriating when they are not functioning as intermediaries between warring nations, and even in these situations the dragon will often interject their own suggestions for how they would solve the problem, regardless of how feasible the plan might be. This arrogance sometimes blinds them to changes in political climate or situation, and most often once an amethyst dragon has made a decision, it will have done so for life.
    Magical aficionados The amethyst dragon is one who loves collecting items of magical import and worth, adding them to their lair and putting them on display for the purpose of bragging. They are very open about what each of their prized items can do, taking pride in memorizing all of the little facts and historical quirks that each particular artifact has. The easiest way to gain an amethyst as a friend and gracious host is to add a new magical item with a long, detailed history to their hoard, regardless of if the item is actually powerful or not.

    An Amethyst Dragon's Lair
    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, leading to occasional conflict with red and brass dragons, and mortal races such as giants and dwarves.

    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.


    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.

    Spoiler: Ancient
    Show
    Ancient Amethyst Dragon
    Gargantuan dragon, true neutral


    Armor class 23 (natural armor)
    Hit pints 574 (28d20+280)
    Speed 40ft, burrow 40ft, fly 60ft


    Str Dex Con Int Wis Cha
    29 (+9) 8 (-1) 30 (+10) 24 (+7) 14 (+2) 25 (+7)


    Saving Throws Dex +6, Con +17, Wis +10, Cha +14
    Skills Arcane +12, Perception +16, Persuasion +14, Stealth +6
    Damage resistances Fire, poison
    Damage immunities Force
    Condition immunities Poisoned
    Senses Blindsight 60ft, darkvision 120ft, passive perception 26
    Languages Common, Draconic, Primordial
    Challenge 24 (36,500 XP)


    Rapid adaptation The dragon may use its reaction when taking damage from a source other than bludgeoning, slashing or piercing damage to gain resistance to the damage type dealt until the beginning of its next turn.

    Statuesque The dragon may become perfectly still, resembling a statue more than a living creature and gaining advantage on deception and stealth checks to convince creatures it is a statue as long as it remains still.

    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: +16 to hit, reach 15 ft, one target. Hit: 20 (2d10+9) piercing damage plus 10 (3d6) force damage.

    Claw Melee weapon attack: +16 to hit, reach 10 ft, one target. Hit: 16 (2d6+9) slashing damage.

    Tail Melee weapon attack: +16 to hit, reach 20 ft, one target. Hit: 18 (2d8+9) bludgeoning damage.

    Frightful presence Each creature of the dragon's choice within 120 feet that is aware of the dragon makes a DC 22 Wisdom saving throw. On a failed save, a creature is inflicted with the frightened condition for one minute. A creature may remake this saving throw at the beginning of each round, ending the effect on a successful save. Creatures that succeed on their saving throw are immune to the dragon's frightful presence for 24 hours.

    Force breath (recharge 5/6) The dragon exhales force in a 120 foot line. Each creature in this line's must make a DC 25 dexterity saving throw, taking 75 (30d4) force damage on a failed save or half as much on a successful one.

    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.
    Telekinetic ripple (2 actions) The dragon sends out a pulse of psychic energy. Creatures within 15 feet make a DC 22 intelligence saving throw, being knocked back 10 feet and taking 21 (4d6+7) force damage on a failed saving throw, or half as much damage on a successful saving throw.


    Spoiler: Adult
    Show
    Adult Amethyst Dragon
    Huge dragon, true neutral


    Armor class 20 (natural armor)
    Hit pints 310 (20d12+180)
    Speed 40ft, burrow 40ft, fly 60ft


    Str Dex Con Int Wis Cha
    25 (+7) 8 (-1) 27 (+8) 20 (+5) 12 (+1) 23 (+6)


    Saving Throws Dex +5, Con +14, Wis +7, Cha +12
    Skills Arcane +10, Perception +13, Persuasion +12, Stealth +5
    Damage resistances Fire, poison
    Damage immunities Force
    Condition immunities Poisoned
    Senses Blindsight 60ft, darkvision 120ft, passive perception 23
    Languages Common, Draconic, Primordial
    Challenge 17 (18,000 XP)


    Rapid adaptation The dragon may use its reaction when taking damage from a source other than bludgeoning, slashing or piercing damage to gain resistance to the damage type dealt until the beginning of its next turn.

    Statuesque The dragon may become perfectly still, resembling a statue more than a living creature and gaining advantage on deception and stealth checks to convince creatures it is a statue as long as it remains still.

    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: 18 (2d10+7) piercing damage plus 7 (2d6) force damage.

    Claw Melee weapon attack: +13 to hit, reach 5 ft, one target. Hit: 14 (2d6+7) slashing damage.

    Tail Melee weapon attack: +13 to hit, reach 15 ft, one target. Hit: 16 (2d8+7) bludgeoning damage.

    Frightful presence Each creature of the dragon's choice within 120 feet that is aware of the dragon makes a DC 20 Wisdom saving throw. On a failed save, a creature is inflicted with the frightened condition for one minute. A creature may remake this saving throw at the beginning of each round, ending the effect on a successful save. Creatures that succeed on their saving throw are immune to the dragon's frightful presence for 24 hours.

    Force breath (recharge 5/6) The dragon exhales force in a 90 foot line. Each creature in this line's must make a DC 22 dexterity saving throw, taking 65 (26d4) force damage on a failed save or half as much on a successful one.

    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.
    Telekinetic ripple (2 actions) The dragon sends out a pulse of psychic energy. Creatures within 15 feet make a DC 19 intelligence saving throw, being knocked back 10 feet and taking 15 (3d6+5) force damage on a failed saving throw, and half as much damage on a successful saving throw.


    Spoiler: Young
    Show
    Young Amethyst Dragon
    Large dragon, true neutral


    Armor class 19 (natural armor)
    Hit pints 194 (17d10+102)
    Speed 40ft, burrow 40ft, fly 60ft


    Str Dex Con Int Wis Cha
    21 (+5) 8 (-1) 23 (+6) 16 (+3) 10 (+0) 21 (+5)


    Saving Throws Dex +3, Con +10, Wis +4, Cha +9
    Skills Arcane +7, Perception +8, Persuasion +9, Stealth +3
    Damage resistances Fire, poison
    Damage immunities Force
    Condition immunities Poisoned
    Senses Blindsight 30ft, darkvision 120ft, passive perception 18
    Languages Common, Draconic, Primordial
    Challenge 10 (5,900 XP)


    Rapid adaptation The dragon may use its reaction when taking damage from a source other than bludgeoning, slashing or piercing damage to gain resistance to the damage type dealt until the beginning of its next turn.

    Statuesque The dragon may become perfectly still, resembling a statue more than a living creature and gaining advantage on deception and stealth checks to convince creatures it is a statue as long as it remains still.

    Actions


    Multiattack The dragon makes three attacks, one with its bite and two with its claws.

    Bite Melee weapon attack: +9 to hit, reach 10 ft, one target. Hit: 16 (2d10+5) piercing damage plus 7 (2d6) force damage.

    Claw Melee weapon attack: +9 to hit, reach 5 ft, one target. Hit: 12 (2d6+5) slashing damage.

    Force breath (recharge 5/6) The dragon exhales force in a 60 foot line. Each creature in this line's must make a DC 18 dexterity saving throw, taking 45 (18d4) force damage on a failed save or half as much on a successful one.


    Spoiler: Wyrmling
    Show
    Wyrmling Amethyst Dragon
    Medium dragon, true neutral


    Armor class 18 (natural armor)
    Hit pints 85 (10d8+40)
    Speed 30ft, burrow 30ft, fly 45ft


    Str Dex Con Int Wis Cha
    17 (+3) 8 (-1) 19 (+4) 14 (+2) 10 (+0) 17 (+3)


    Saving Throws Dex +1, Con +6, Wis +2, Cha +5
    Skills Perception +4, Stealth +1
    Damage resistances Fire, poison
    Damage immunities Force
    Condition immunities Poisoned
    Senses Blindsight 10ft, darkvision 60ft, passive perception 14
    Languages Draconic, Primordial
    Challenge 4 (1,100 XP)


    Rapid adaptation The dragon may use its reaction when taking damage from a source other than bludgeoning, slashing or piercing damage to gain resistance to the damage type dealt until the beginning of its next turn.

    Statuesque The dragon may become perfectly still, resembling a statue more than a living creature and gaining advantage on deception and stealth checks to convince creatures it is a statue as long as it remains still.

    Actions


    Bite Melee weapon attack: +5 to hit, reach 10 ft, one target. Hit: 8 (1d10+3) piercing damage plus 3 (1d6) force damage.

    Force breath (recharge 5/6) The dragon exhales force in a 45 foot line. Each creature in this line's must make a DC 14 dexterity saving throw, taking 25 (10d4) force damage on a failed save or half as much on a successful one.
    Last edited by Gnomes2169; 2018-09-26 at 02:33 PM.

  2. - Top - End - #2
    Ogre in the Playground
     
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    Default Re: Gem dragon conversion

    Crystal dragons

    Crystal dragons, while counted among the weakest of the true dragons, are also by and far some of the most sought after and constant companions one could hope for. Their skittish and nervous behavior balances out an almost gregarious nature they tend to exude, and of all the gem dragons, only the amethyst is more loathe to come to blows with a sentient creature than the crystal.
    A crystal dragon is a dazzling creature, its hide white and brilliant in any light, and absolutely radiant in the light of the sun. While this unfortunate trait makes them easy targets for larger dragons, it also lends to their graceful beauty. The most slender and sleek of the gems, the crystal dragon's hide is smooth, seeming to have almost no scales along its length. Wyrmling scales start as a murky quartz, slowly becoming more translucent and reflective as time goes on. As they grow older the crystal dragon's scales become ever more clear, and they seem to catch and hold some small twinkles of dazzling light.
    Red dragons view them as nothing more than slaves, and white dragons as nothing more than food, leading the crystal dragon to look at all chromatics with more than a little fear.
    Friendly and flippant While cheerful, helpful and friendly, the crystal dragon is also has absolutely no sense of responsibility and absolutely no work ethic. While they are dragons, they only flaunt it to extort things that are "fun" from people and in all other ways try to live life to the fullest. While this makes them careless, the crystal dragon will be absolutely mortified if their antics actually bring harm or hardship to any other being. They are cheerful enough that such an occurrence will not make them stop... but they will still feel bad about it.
    Friends of mortals The curious and mischievous crystal dragon is endlessly amused by shorter-lived beings, and goes out of its way to be a welcoming host for them if any come to its home. As long as a person does not try to steal from or harm a crystal, they will always find a helpful, somewhat immature, friend to "play" with. Even the most cruel of warlords has a place in a crystal's home.
    Cherished possessions There are only a few things that can cause a crystal dragon to enact violence upon another sentient being, but attempting to steal from one is very, very high on the list. This is because every single piece of their hoard has some sort of sentimental value to the dragon, whether it is a memory of the person that gave them the item, or a mood that they felt when the found it, each part of their hoard is a different part of their life. For this reason, even things as worthless as a discarded shirt or a rosewood anklet could be the absolute prized possession of a crystal dragon, and a visitor must be careful to not cause damage to any item they find within the lair, even if it looks like trash.
    For this reason as well, the crystal dragon is shockingly willing to give up some of the most monetarily valuable parts of its hoard for simple baubles and trinkets from mortal friends who are down on their luck and in need of some help, valuing their friendship and cherishing their memories far, far more than some glittery bits of gold.
    Polygamous Crystal dragons are very... active. While they might settle down with a partner that makes them happy for a short while, they never do so permanently and are almost always looking for a new mate. For this reason, it is likely a gods send that white dragons do hunt them, otherwise there would be thousands of crystal dragons (and hundreds more on the way), cluttering up the world and finding new brass dragon friends to talk to incessantly.

    Crystal Dragon's Lair
    When they are not on the plane of earth with the other gem dragons, a crystal dragon is typically found in the northern and temperate mountain peaks of the world, where they have few natural predators beyond white dragons and the occasional kracken to contend with. They have no preference for coasts or dry land, and really just try to find some place where giants, and especially bigger, much meaner dragons, cannot reach them.

    Lair actions
    On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
    • All sources of light in a 60 foot cube are immediately extinguished, potentially casting the lair into pitch darkness. If this would extinguish all usable light in the lair, then even creatures with darkvision are unable to see on their next round.
    • The dragon creates a 20 foot sphere of light on the ground, making it a painful area to look at when moved over. Creatures with eyes treat this sphere as difficult terrain. This sphere remains until the dragon dies or uses this lair action again.
    • The dragon causes a spike of crystal to fly from the ground in an attempt to impale a creature. The dragon makes a ranged attack against one creature with a +7 attack bonus, and deals 10 (3d6) piercing damage on a hit.


    Regional effects
    A legendary crystal dragon's lair is warped by the dragon's magic, creating one or more of the following effects.
    • The entirety of the lair slowly becomes more translucent and reflective, from the exterior in. This eventually turns the lair into a perfect prism whenever dawn or sunset strikes it.
    • The walls of the lair give off a faint glow, creating dim light throughout the lair. The dragon can extinguish this light at any time it wishes. As long as the walls give off light, then the dragon knows if and approximately where any intruders or guests enter its lair.
    • Faded images and shapes appear randomly in the air, drawn from the cherished memories of the dragon and cast along the walls of their crystalline home. These images are silent, and usually happy memories.

    If the dragon is slain, the light disappears immediately and permanently, but no other effect will be reversed.

    Spoiler: Ancient
    Show
    Ancient Crystal Dragon
    Gargantuan dragon, chaotic neutral


    Armor class 21 (natural armor)
    Hit pints 351 (18d20+162)
    Speed 40ft, burrow 40ft, fly 70ft


    Str Dex Con Int Wis Cha
    24 (+7) 12 (+1) 28 (+9) 16 (+3) 10 (+0) 18 (+4)


    Saving Throws Dex +7, Con +15, Wis +6, Cha +10
    Skills Perception +12, Stealth +7
    Damage resistances Fire, poison
    Damage immunities Radiant
    Condition immunities Poisoned
    Senses Blindsight 60ft, darkvision 120ft, passive perception 22
    Languages Common, Draconic, Primordial
    Challenge 20 (24,500 XP)


    Statuesque The dragon may become perfectly still, resembling a statue more than a living creature and gaining advantage on deception and stealth checks to convince creatures it is a statue as long as it remains still.

    Dazzling The dragon literally shines in strong light, blinding creatures who would shoot at it. Ranged attacks against this dragon while it is in direct sunlight are made at disadvantage.

    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 15 ft, one target. Hit: 18 (2d10+7) piercing damage plus 6 (1d12) radiant damage.

    Claw Melee weapon attack: +13 to hit, reach 10 ft, one target. Hit: 14 (2d6+7) slashing damage.

    Tail Melee weapon attack: +13 to hit, reach 20 ft, one target. Hit: 16 (2d8+7) bludgeoning damage.

    Frightful presence Each creature of the dragon's choice within 120 feet that is aware of the dragon makes a DC 18 Wisdom saving throw. On a failed save, a creature is inflicted with the frightened condition for one minute. A creature may remake this saving throw at the beginning of each round, ending the effect on a successful save. Creatures that succeed on their saving throw are immune to the dragon's frightful presence for 24 hours.

    Radiant breath (recharge 5/6) The dragon exhales searing light in a 120 foot line. Each creature in this line's must make a DC 23 dexterity saving throw, taking 65 (10d12) radiant damage on a failed save or half as much on a successful one.

    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.
    Dazzling burst (2 actions) The dragon releases the light contained within it in a blinding blast. Creatures within 15 feet make a DC 23 dexterity saving throw, taking 19 (3d6+9) radiant damage and being blinded until their next turn on a failed saving throw, and avoiding all negative effects on a success. Creatures who cannot see because of the dragon's lair action make this save at disadvantage.


    Spoiler: Adult
    Show
    Adult Crystal Dragon
    Huge dragon, chaotic neutral


    Armor class 19 (natural armor)
    Hit pints 216 (16d12+112)
    Speed 40ft, burrow 40ft, fly 70ft


    Str Dex Con Int Wis Cha
    20 (+5) 12 (+1) 24 (+7) 14 (+2) 10 (+0) 16 (+3)


    Saving Throws Dex +6, Con +12, Wis +5, Cha +8
    Skills Perception +10, Stealth +6
    Damage resistances Fire, poison
    Damage immunities Radiant
    Condition immunities Poisoned
    Senses Blindsight 60ft, darkvision 120ft, passive perception 20
    Languages Common, Draconic, Primordial
    Challenge 13 (10,000 XP)


    Statuesque The dragon may become perfectly still, resembling a statue more than a living creature and gaining advantage on deception and stealth checks to convince creatures it is a statue as long as it remains still.

    Dazzling The dragon literally shines in strong light, blinding creatures who would shoot at it. Ranged attacks against this dragon while it is in direct sunlight are made at disadvantage.

    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: +10 to hit, reach 10 ft, one target. Hit: 16 (2d10+5) piercing damage plus 3 (1d6) radiant damage.

    Claw Melee weapon attack: +10 to hit, reach 5 ft, one target. Hit: 12 (2d6+5) slashing damage.

    Tail Melee weapon attack: +10 to hit, reach 15 ft, one target. Hit: 14 (2d8+5) bludgeoning damage.

    Frightful presence Each creature of the dragon's choice within 120 feet that is aware of the dragon makes a DC 16 Wisdom saving throw. On a failed save, a creature is inflicted with the frightened condition for one minute. A creature may remake this saving throw at the beginning of each round, ending the effect on a successful save. Creatures that succeed on their saving throw are immune to the dragon's frightful presence for 24 hours.

    Radiant breath (recharge 5/6) The dragon exhales searing light in a 90 foot line. Each creature in this line's must make a DC 23 dexterity saving throw, taking 52 (8d12) radiant damage on a failed save or half as much on a successful one.

    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.
    Dazzling burst (2 actions) The dragon releases the light contained within it in a blinding blast. Creatures within 10 feet make a DC 20 dexterity saving throw, taking 14 (2d6+7) radiant damage and being blinded until their next round on a failed saving throw, and avoiding all negative effects on a success.


    Spoiler: Young
    Show
    Young Crystal Dragon
    Large dragon, chaotic neutral


    Armor class 18 (natural armor)
    Hit pints 147 (14d10+70)
    Speed 40ft, burrow 40ft, fly 70ft


    Str Dex Con Int Wis Cha
    16 (+3) 12 (+1) 20 (+5) 12 (+1) 8 (-1) 14 (+2)


    Saving Throws Dex +4, Con +8, Wis +3, Cha +5
    Skills Perception +6, Stealth +4
    Damage resistances Fire, poison
    Damage immunities Radiant
    Condition immunities Poisoned
    Senses Blindsight 30ft, darkvision 120ft, passive perception 16
    Languages Common, Draconic, Primordial
    Challenge 6 (2,300 XP)


    Statuesque The dragon may become perfectly still, resembling a statue more than a living creature and gaining advantage on deception and stealth checks to convince creatures it is a statue as long as it remains still.

    Dazzling The dragon literally shines in strong light, blinding creatures who would shoot at it. Ranged attacks against this dragon while it is in direct sunlight are made at disadvantage.

    Actions


    Multiattack The dragon makes three attacks, one with its bite and two with its claws.

    Bite Melee weapon attack: +6 to hit, reach 10 ft, one target. Hit: 14 (2d10+3) piercing damage.

    Claw Melee weapon attack: +6 to hit, reach 5 ft, one target. Hit: 10 (2d6+3) slashing damage.

    Radiant breath (recharge 5/6) The dragon exhales searing light in a 60 foot line. Each creature in this line's must make a DC 16 dexterity saving throw, taking 39 (6d12) radiant damage on a failed save or half as much on a successful one.


    Spoiler: Wyrmling
    Show
    Wyrmling Crystal Dragon
    Medium dragon, chaotic neutral


    Armor class 17 (natural armor)
    Hit pints 37 (5d8+15)
    Speed 40ft, burrow 40ft, fly 70ft


    Str Dex Con Int Wis Cha
    12 (+1) 12 (+1) 16 (+3) 8 (-1) 6 (-3) 10 (+0)


    Saving Throws Dex +3, Con +5, Wis -1, Cha +2
    Skills Perception +1, Stealth +3
    Damage resistances Fire, poison
    Damage immunities Radiant
    Condition immunities Poisoned
    Senses Blindsight 10ft, darkvision 60ft, passive perception 11
    Languages Draconic, Primordial
    Challenge 2 (450 XP)


    Statuesque The dragon may become perfectly still, resembling a statue more than a living creature and gaining advantage on deception and stealth checks to convince creatures it is a statue as long as it remains still.

    Dazzling The dragon literally shines in strong light, blinding creatures who would shoot at it. Ranged attacks against this dragon while it is in direct sunlight are made at disadvantage.

    Actions


    Bite Melee weapon attack: +3 to hit, reach 10 ft, one target. Hit: 6 (1d10+1) peircing damage.

    Radiant breath (recharge 5/6) The dragon exhales searing light in a 45 foot line. Each creature in this line's must make a DC 13 dexterity saving throw, taking 19 (3d12) radiant damage on a failed save or half as much on a successful one.
    Last edited by Gnomes2169; 2017-05-22 at 12:02 AM.

  3. - Top - End - #3
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    Default Re: Gem dragon conversion

    Emerald dragons

    Secretive historians who lurk within the hearts of dead volcanos, emerald dragons are reclusive and cautious beings. They do their best to remain unseen, and even among most draconic worshiping circles they are almost mythical in rarity.
    These notable loners have a smooth, polished gleam to their scales that gives them an almost unified appearance. These sloping scales lead up their bodies, ending in almost spear-like points as ridges along their spines and joints. Unlike most gems, the scales of an emerald dragon start as an almost transparent viridian. As they age, their scales harden and become more opaque while they also begin to mold to the muscles of the emerald dragon's body. This eventually gives their gem-like hide the appearance of a seamless suit of spiked armor, giving the emerald a ferocious appearance indeed.
    Paranoia Of all dragons, emeralds are by far the most extreme in their isolation and suspicions of other beings, leading them to be the most paranoid breed of dragons. While often they have allies and underlings that they send out into the world, an emerald will not trust any of them with the true location of their lairs, preferring to meet at designated (if still secluded and private) locations that periodically change to ensure that, even if their contact is being followed, no ambushes will be waiting for them. An emerald will not have servants to clean their lair or keep it in order, preferring to do it themselves to ensure that nothing goes missing and that no one will divulge any of the dragon's many secrets. This paranoia and suspicion extends even to their mates and young, and even to these precious and beloved family members there are parts of the cavernous lair that are off limits. Female emeralds often change the layout of their lair after giving birth, to ensure that the memories inherited by their young will not be used against them at any point in the future.
    Red dragons especially terrify the emerald, since the power and cruelty of the tyrant reds are known far and wide and the emerald, living most often in extinct volcanoes, comes into conflict over territory rather often with their chromatic cousin. The sight of a red of a similar age is typically enough to make an emerald abandon their lair and find a new home.
    Historians Emerald dragons love collecting, studying and cataloging things of historical value, and they hire and maintain multiple networks of historians and spies to ensure that they can record history as it happens. More often than not, at least one emerald dragon will have their claw in the funding of an archaeological expedition, and if word reaches them that a group of intrepid adventurers is seeking to plunder an ancient tomb, the emerald will do their best to ensure that at least one member of the expedition is their (often unknowing) agent, so that they receive a full first-hand report. With all of their accumulated knowledge, the emerald dragon makes for a horrifyingly dangerous political enemy, and one of the most useful allies a leader or adventurer could have.
    No breath Unlike the other true dragons, an emerald doesn't have a proper "breath" weapon. Instead of a supernatural flame or zone of frost, the magic of an emerald is built to release powerful, beyond-hurricane strength blasts of air that can blow apart rocks and bend steel, enough to cause harm even to the terrasque. Their magic extends even farther, encompassing the air around the dragon. An emerald dragon has perfect mastery over the winds and clouds, and has far more control over the weather around their lair than most other dragons. Forcing an emerald dragon to fight is to literally invite the tempest, and arrows or even siege weapons tend to be as effective as a child's toys against this magnificent creature.
    Sapphire allies About the only being other than their mate that an emerald will truly trust is a sapphire dragon. Emerald and a sapphire dragons will commonly team up, with the emerald making a lair above the underground one of the sapphire and covering both the underdark and overland with their watchful vigil. Such alliances are beneficial to both parties, and even the paranoid emerald dragon knows that there are more rewards than there are risks in seeking out and accepting such a partnership. This also has lead to an interesting phenomena; while cases of differing draconic colors interbreeding are heard of, for the emerald and sapphire dragon it is almost commonplace, and often just seen as a natural extension of the alliance. Children of such a pairing are raised by both parents, no matter how contradictory their teachings may sometimes be, and are often some of the most celebrated draconic generals and historians in the mortal world.

    Emerald Dragon's Lair
    An emerald dragon lives within the hearts of dead volcanoes and abandoned mountain fortresses. Often they will not stray far from the surface, and there will be multiple well hidden tunnels throughout their lairs which allow them easy access to the surface, both for hunting and escape purposes. These lairs look to be built from jade, and are often sprawling and confusing for surface and underdark dwellers alike... Exactly how an emerald likes it. The bones of lizards and lizardfolk are sometimes found in carefully concealed groves close to an emerald's true lair, as both of these creatures are an emerald dragon's favorite delicacies.
    Finally, emerald dragons tend to make multiple "dummy" lairs that are stocked with small treasure troves and items, meant to mislead and redirect would-be invaders. These dummy lairs might very well resemble lairs of a dragon of a different color, often those of rival dragons, in an attempt to send do-gooders and 'nere-do-wells to take care of the problem for the emerald (quite safely for the dragon).

    Lair actions
    On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
    • A whirlwind of sand and debris is kicked up, picking up any lose rocks, logs, bits of hail or any other items on hand and slamming them into foes within the tempest. Enemies inside of a 20 foot cube must make a DC 15 dexterity saving throw, and are dealt 10 (3d6) bludgeoning, piercing or slashing damage (dragon's choice) on a failed saving throw, and half as much damage on a failure.
    • A powerful gust of 30 mph winds blast in one particular direction, making movement and ranged attacks within the area far more difficult. Wind within 600 feet of the dragon blows away from it, forcing creatures within the area to roll a DC 15 strength saving throw at the beginning of their turn or treat the area as difficult terrain. Even flying creatures treat this area as difficult terrain. Ranged attacks made within this area have only half of their normal range. This lair action lasts for either one minute, or until it is used again.
    • The dragon causes a sudden swell of wind that picks up one creature and tosses them back. One target creature in the dragon's lair must make a DC 15 strength saving throw. On a failure, the creature is lifted up 10 feet into the air and then thrown up to 30 feet in any direction of the dragon's choosing. Treat all movement caused in this manner as falling distance. If a creature collides with a wall, creature or other object in their path, then they are dealt an additional 7 (2d6) bludgeoning damage.


    Regional effects
    A legendary emerald dragon's lair is warped by the dragon's magic, creating one or more of the following effects.
    • The dragon's cave is covered in glittering and dazzling jade, emerald and beryl. This gemstone extends just below the surface of the earth one mile from the edge of the dragon's mountain or fortress home, giving warning to any miners and architects in the area that they are treading on a dragon's territory. This gem grows around the root systems of plants, and trees or other deep-rooted foliage may plant roots within it without penalty. This gem disappears and becomes regular earth a month after the dragon's death.
    • The weather of the area is often slightly off from what it normally is. Rains might not be as violent, or they might go unseasonably long. Winds might be dead within ten miles of the dragon's lair, or they might be a swirling tempest that kicks up a dust storm. The emerald dragon can actively control this effect, allowing them to channel and generate even violent lightning storms after concentrating on the effect for almost a day. They can also calm or weaken storms after an hour of concentration, giving them far greater control over the well being of local fauna than most other dragons, and bothering the arboreal green dragons a bit. Weather patterns return to normal the day the emerald dragon dies.
    • The emerald dragon is connected to all flying vermin within ten miles of their lair, typically insects and birds (often songbirds and cicadas). They may receive telepathic communication from these creatures, and through this network the emerald dragon typically knows the general locations of any potentially hostile creatures that are approaching its lair. This connection causes the insects and birds of the area to be more alert to the presence of humanoids, abberations, monstrosities and dragons. This heightened awareness disappears a week after the dragon's death.


    Spoiler: Ancient
    Show
    Ancient Emerald Dragon
    Gargantuan dragon, lawful neutral


    Armor class 23 (natural armor)
    Hit pints 409 (21d20+189)
    Speed 50ft, burrow 50ft, fly 70ft


    Str Dex Con Int Wis Cha
    25 (+7) 12 (+1) 29 (+9) 20 (+5) 16 (+3) 18 (+4)


    Saving Throws Dex +8, Con +16, Wis +10, Cha +11
    Skills History +19, Perception +17, Stealth +8
    Damage resistances Fire, poison
    Damage immunities Thunder
    Condition immunities Poisoned
    Senses Blindsight 60ft, darkvision 120ft, passive perception 27
    Languages Common, Draconic, Primordial
    Challenge 21 (27,500 XP)


    Statuesque The dragon may become perfectly still, resembling a statue more than a living creature and gaining advantage on deception and stealth checks to convince creatures it is a statue as long as it remains still.

    Legendary resistance (3/day) If the dragon fails a saving throw, it can choose to succeed instead.

    Wind shield The dragon may use its reaction to impose disadvantage on a ranged weapon or spell attack targeting it.

    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: +14 to hit, reach 15 ft, one target. Hit: 18 (2d10+7) piercing damage plus 5 (2d4) thunder damage.

    Claw Melee weapon attack: +14 to hit, reach 10 ft, one target. Hit: 14 (2d6+7) slashing damage.

    Tail Melee weapon attack: +14 to hit, reach 20 ft, one target. Hit: 16 (2d8+7) bludgeoning damage.

    Frightful presence Each creature of the dragon's choice within 120 feet that is aware of the dragon makes a DC 19 Wisdom saving throw. On a failed save, a creature is inflicted with the frightened condition for one minute. A creature may remake this saving throw at the beginning of each round, ending the effect on a successful save. Creatures that succeed on their saving throw are immune to the dragon's frightful presence for 24 hours.

    Tempest breath (recharge 5/6) The dragon exhales air in a 90 foot line that is 10 feet wide. Each creature in this line's must make a DC 23 dexterity saving throw, taking 63 (18d6) thunder damage on a failed save or half as much on a successful one.

    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.
    Whipping gust (2 actions) The dragon's wings fly open, sending out a powerful gust of wind. Creatures within 15 feet make a DC 22 strength saving throw, taking 17 (3d6+7) bludgeoning damage and being knocked prone on a failed saving throw, or half damage on a successful saving throw.


    Spoiler: Adult
    Show
    Adult Emerald Dragon
    Huge dragon, lawful neutral


    Armor class 20 (natural armor)
    Hit pints 212 (17d12+102)
    Speed 50ft, burrow 50ft, fly 70ft


    Str Dex Con Int Wis Cha
    21 (+5) 12 (+1) 23 (+6) 17 (+3) 14 (+2) 16 (+3)


    Saving Throws Dex +6, Con +11, Wis +7, Cha +8
    Skills History +13, Perception +12, Stealth +6
    Damage resistances Fire, poison
    Damage immunities Thunder
    Condition immunities Poisoned
    Senses Blindsight 60ft, darkvision 120ft, passive perception 22
    Languages Common, Draconic, Primordial
    Challenge 14 (11,500 XP)


    Statuesque The dragon may become perfectly still, resembling a statue more than a living creature and gaining advantage on deception and stealth checks to convince creatures it is a statue as long as it remains still.

    Legendary resistance (3/day) If the dragon fails a saving throw, it can choose to succeed instead.

    Wind shield The dragon may use its reaction to impose disadvantage on a ranged weapon or spell attack targeting it.

    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: +10 to hit, reach 10 ft, one target. Hit: 16 (2d10+5) piercing damage plus 2 (1d4) thunder damage.

    Claw Melee weapon attack: +10 to hit, reach 5 ft, one target. Hit: 12 (2d6+5) slashing damage.

    Tail Melee weapon attack: +10 to hit, reach 15 ft, one target. Hit: 14 (2d8+5) bludgeoning damage.

    Frightful presence Each creature of the dragon's choice within 120 feet that is aware of the dragon makes a DC 16 Wisdom saving throw. On a failed save, a creature is inflicted with the frightened condition for one minute. A creature may remake this saving throw at the beginning of each round, ending the effect on a successful save. Creatures that succeed on their saving throw are immune to the dragon's frightful presence for 24 hours.

    Tempest breath (recharge 5/6) The dragon exhales air in a 60 foot line that is 10 feet wide. Each creature in this line's must make a DC 19 dexterity saving throw, taking 52 (15d6) thunder damage on a failed save or half as much on a successful one.

    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.
    Whipping gust (2 actions) The dragon's wings fly open, sending out a powerful gust of wind. Creatures within 10 feet make a DC 18 strength saving throw, taking 12 (2d6+5) bludgeoning damage and being knocked prone on a failed saving throw, or half damage on a successful saving throw.


    Spoiler: Young
    Show
    Young Emerald Dragon
    Large dragon, lawful neutral


    Armor class 19 (natural armor)
    Hit pints 142 (15d10+60)
    Speed 50ft, burrow 50ft, fly 70ft


    Str Dex Con Int Wis Cha
    17 (+3) 12 (+1) 19 (+4) 15 (+2) 12 (+1) 14 (+2)


    Saving Throws Dex +4, Con +7, Wis +4, Cha +5
    Skills History +8, Perception +7, Stealth +4
    Damage resistances Fire, poison
    Damage immunities Thunder
    Condition immunities Poisoned
    Senses Blindsight 30ft, darkvision 120ft, passive perception 17
    Languages Common, Draconic, Primordial
    Challenge 7 (2,900 XP)


    Statuesque The dragon may become perfectly still, resembling a statue more than a living creature and gaining advantage on deception and stealth checks to convince creatures it is a statue as long as it remains still.

    Wind shield The dragon may use its reaction to impose disadvantage on a ranged weapon or spell attack targeting it.

    Actions


    Multiattack The dragon makes three attacks, one with its bite and two with its claws.

    Bite Melee weapon attack: +6 to hit, reach 10 ft, one target. Hit: 14 (2d10+3) piercing damage plus 2 (1d4) thunder damage.

    Claw Melee weapon attack: +6 to hit, reach 5 ft, one target. Hit: 10 (2d6+3) slashing damage.

    Tempest breath (recharge 5/6) The dragon exhales air in a 45 foot line that is 10 feet wide. Each creature in this line's must make a DC 15 dexterity saving throw, taking 43 (13d6) thunder damage on a failed save or half as much on a successful one..


    Spoiler: Wyrmling
    Show
    Wyrmling Emerald Dragon
    Medium dragon, lawful neutral


    Armor class 18 (natural armor)
    Hit pints 39 (6d8+12)
    Speed 40ft, burrow 40ft, fly 60ft


    Str Dex Con Int Wis Cha
    13 (+1) 12 (+1) 15 (+2) 13 (+1) 15 (+2) 12 (+1)


    Saving Throws Dex +3, Con +4, Wis +3, Cha +3
    Skills History +4, Perception +3, Stealth +3
    Damage resistances Fire, poison
    Damage immunities Thunder
    Condition immunities Poisoned
    Senses Blindsight 10ft, darkvision 60ft, passive perception 13
    Languages Common, Draconic, Primordial
    Challenge 2 (450 XP)


    Statuesque The dragon may become perfectly still, resembling a statue more than a living creature and gaining advantage on deception and stealth checks to convince creatures it is a statue as long as it remains still.

    Wind shield The dragon may use its reaction to impose disadvantage on a ranged weapon or spell attack targeting it.

    Actions


    Bite Melee weapon attack: +3 to hit, reach 5 ft, one target. Hit: 6 (1d10+1) piercing damage plus 2 (1d4) thunder damage.

    Tempest breath (recharge 5/6) The dragon exhales air in a 30 foot line. Each creature in this line's must make a DC 12 dexterity saving throw, taking 17 (5d6) thunder damage on a failed save or half as much on a successful one.
    Last edited by Gnomes2169; 2018-09-26 at 12:33 AM.

  4. - Top - End - #4
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    Default Re: Gem dragon conversion

    Sapphire Dragons

    Sapphire dragons are among the most war-like and brilliant of the dragons, and they view themselves as warrior-kings of the underdark. 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.
    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.
    Underdark Warlords The sapphire dragon is a marvelous underdark beast, adapted in every way to surviving in and conquering large tracks of cavernous land. Their tunneling ability is refined to the point where they can "swim" through the earth faster than they could walk or even fly, their breath is a sonic wave that can cause tunnel collapses and disrupts the minds of lesser beings, which is especially effective against the sensitive sonar-using dwellers of the under world. Finally, their eyes are adapted to piercing the darkness better than even other dragons, allowing them to lurk outside of the sight of drow and other dark-dwelling threats. These traits make them fearsome foes and leaders, and they use their capabilities to overwhelm rivals and cement their place at the heads of war bands. Through sheer physical and mental dominance, the sapphire dragon is capable of assembling armies and assaulting ithillid hives, beholder nests and even drow cities with a shockingly high chance at success.
    Psionic Masterminds 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 human warriors, knights and would-be dragon slayers as their servants, and sometimes mentally enslaving something as powerful, if stupid, as a Behir when they grow old enough. 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.
    Loyal Lords 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.
    Hatred Living in the underdark gives the sapphire dragon rather large group of enemies, most of which the dragon fights out of necessity and which they hold an understandable animosity towards. The freaks of the under world like the beholders, Ithilid and other abberations of their ilk are fierce enemies, flumphs are obnoxious creatures that constantly try to interfere with the psychic hold a sapphire dragon has over its thralls, and goblins and their insectoid pets are a constant annoyance, always picking at the edge of the sapphire dragon's empire. However, beyond this natural distrust and rage there is a pure, unbridled hatred that seethes just beneath the dragon's scales for two races in particular, the drow and the drauger. To the sapphire dragon, these dark elves and black dwarves are nothing more than slaves that can be ripped apart for food if necessary, and any of them who will not swear themselves immediately to the dragon's service will quickly find themselves at the mercy of an incredibly powerful foe. All other forms of dwarves and elves share a small amount of the dragon's ire, though most of them do not find the dragon to be quite so harsh unless they personally affront the great beast or are known associates of the underdark's denizens. While this leads to "typical" adventuring elves and dwarves finding a stubborn, arrogant and hostile ruler to contend with, they can usually get away from a social encounter with a sapphire with their freedom... and their lives.

    Sapphire Dragon's Lair
    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.

    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.


    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.


    Spoiler: Ancient
    Show
    Ancient Sapphire Dragon
    Gargantuan dragon, lawful neutral


    Armor class 23 (natural armor)
    Hit pints 521 (27d20+243)
    Speed 45ft, burrow 45ft, fly 60ft


    Str Dex Con Int Wis Cha
    27 (+8) 10 (+0) 29 (+9) 22 (+6) 16 (+3) 17 (+3)


    Saving Throws Dex +7, Con +16, Wis +10, Cha +10
    Skills Perception +17, Stealth +7
    Damage resistances Fire, poison
    Damage immunities Psychic
    Condition immunities Poisoned
    Senses Blindsight 90ft, darkvision 160ft, passive perception 27
    Languages Draconic, Primordial, Undercommon
    Challenge 23 (32,500 XP)


    Earth swim When walking along the ground or burrowed, the sapphire dragon may use a bonus action to move their burrow speed.

    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: +15 to hit, reach 15 ft, one target. Hit: 19 (2d10+8) piercing damage plus 5 (1d10) psychic damage.

    Claw Melee weapon attack: +15 to hit, reach 10 ft, one target. Hit: 15 (2d6+8) slashing damage.

    Tail Melee weapon attack: +15 to hit, reach 20 ft, one target. Hit: 17 (2d8+8) bludgeoning damage.

    Frightful presence Each creature of the dragon's choice within 120 feet that is aware of the dragon makes a DC 18 Wisdom saving throw. On a failed save, a creature is inflicted with the frightened condition for one minute. A creature may remake this saving throw at the beginning of each round, ending the effect on a successful save. Creatures that succeed on their saving throw are immune to the dragon's frightful presence for 24 hours.

    Psionic breath (recharge 5/6) The dragon exhales a wave of sound that disrupts mental function in a 90 foot cone. Each creature in this cone must make a DC 24 intelligence saving throw, taking 68 (13d10) psychic damage on a failed save or half as much on a successful one.

    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 15 feet makes a DC 21 intelligence saving throw, taking 16 (3d6+6) 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.


    Spoiler: Adult
    Show
    Adult Sapphire Dragon
    Huge dragon, lawful neutral


    Armor class 20 (natural armor)
    Hit pints 243 (18d12+126)
    Speed 45ft, burrow 45ft, fly 60ft


    Str Dex Con Int Wis Cha
    23 (+6) 10 (+0) 25 (+7) 20 (+5) 14 (+2) 15 (+2)


    Saving Throws Dex +5, Con +12, Wis +7, Cha +7
    Skills Perception +12, Stealth +5
    Damage resistances Fire, poison
    Damage immunities Psychic
    Condition immunities Poisoned
    Senses Blindsight 75ft, darkvision 160ft, passive perception 22
    Languages Draconic, Primordial, Undercommon
    Challenge 16 (15,000 XP)


    Earth swim When walking along the ground or burrowed, the sapphire dragon may use a bonus action to move their burrow speed.

    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: 17 (2d10+6) piercing damage plus 3 (1d6) psychic damage.

    Claw Melee weapon attack: +11 to hit, reach 5 ft, one target. Hit: 13 (2d6+6) slashing damage.

    Tail Melee weapon attack: +11 to hit, reach 15 ft, one target. Hit: 15 (2d8+6) bludgeoning damage.

    Frightful presence Each creature of the dragon's choice within 120 feet that is aware of the dragon makes a DC 15 Wisdom saving throw. On a failed save, a creature is inflicted with the frightened condition for one minute. A creature may remake this saving throw at the beginning of each round, ending the effect on a successful save. Creatures that succeed on their saving throw are immune to the dragon's frightful presence for 24 hours.

    Psionic breath (recharge 5/6) The dragon exhales a wave of sound that disrupts mental function in a 60 foot cone. Each creature in this cone must make a DC 20 intelligence saving throw, taking 55 (10d10) psychic damage on a failed save or half as much on a successful one.

    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 18 intelligence saving throw, taking 12 (2d6+5) 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.


    Spoiler: Young
    Show
    Young Sapphire Dragon
    Large dragon, lawful neutral


    Armor class 19 (natural armor)
    Hit pints 168 (16d10+80)
    Speed 45ft, burrow 45ft, fly 60ft


    Str Dex Con Int Wis Cha
    19 (+4) 10 (+0) 21 (+5) 16 (+3) 12 (+1) 14 (+2)


    Saving Throws Dex +4, Con +9, Wis +5, Cha +6
    Skills Perception +9, Stealth +4
    Damage resistances Fire, poison
    Damage immunities Thunder
    Condition immunities Poisoned
    Senses Blindsight 60ft, darkvision 120ft, passive perception 19
    Languages Draconic, Primordial, Undercommon
    Challenge 9 (5,000 XP)


    Earth swim When walking along the ground or burrowed, the sapphire dragon may use a bonus action to move their burrow speed.

    Actions


    Multiattack The dragon makes three attacks, one with its bite and two with its claws.

    Bite Melee weapon attack: +8 to hit, reach 10 ft, one target. Hit: 15 (2d10+4) piercing damage plus 3 (1d6) psychic damage.

    Claw Melee weapon attack: +8 to hit, reach 5 ft, one target. Hit: 11 (2d6+4) slashing damage.

    Psionic breath (recharge 5/6) The dragon exhales a wave of sound that disrupts mental function in a 45 foot cone. Each creature in this cone must make a DC 15 intelligence saving throw, taking 44 (8d10) psychic damage on a failed save or half as much on a successful one.


    Spoiler: Wyrmling
    Show
    Wyrmling Sapphire Dragon
    Medium dragon, lawful neutral


    Armor class 18 (natural armor)
    Hit pints 60 (8d8+24)
    Speed 35ft, burrow 35ft, fly 50ft


    Str Dex Con Int Wis Cha
    15 (+2) 10 (+0) 17 (+3) 14 (+2) 10 (+0) 12 (+1)


    Saving Throws Dex +2, Con +5, Wis +2, Cha +3
    Skills Perception +4, Stealth +3
    Damage resistances Fire, poison
    Damage immunities Psychic
    Condition immunities Poisoned
    Senses Blindsight 30ft, darkvision 120ft, passive perception 14
    Languages Draconic, Primordial
    Challenge 3 (700 XP)


    Earth swim When walking along the ground or burrowed, the sapphire dragon may use a bonus action to move their burrow speed.

    Actions


    Bite Melee weapon attack: +4 to hit, reach 5 ft, one target. Hit: 5 (1d10+2) piercing damage plus 2 (1d4) psychic damage.

    Psionic breath (recharge 5/6) The dragon exhales a wave of sound that disrupts mental function in a 30 foot cone. Each creature in this cone must make a DC 13 intelligence saving throw, taking 16 (3d10) psychic damage on a failed save or half as much on a successful one.
    Last edited by Gnomes2169; 2018-09-26 at 01:33 PM.

  5. - Top - End - #5
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    Default Re: Gem dragon conversion

    Topaz Dragons

    The topaz dragon is a volatile and almost paradoxical creature. Living an isolated life in coastal caves and tunnels, the topaz is the only gem dragon that will voluntarily live near a large body of water. Living on a diet of pure fish and aquatic mammals, the topaz dragon has little interest in the more land-bound territories dominated by its draconic kin.
    A topaz dragon is the most "typically" shaped of all the gems, its scales sculpted in smooth, flat curves that gently encircle its body and wings that, while they glisten in the light unnaturally, are still distinctly draconic without any protruding gem formations or growths jutting randomly from them. The only oddities about them are the fin-like protrusions that stick from the top of their heads and jut towards their spines, which helps make the topaz dragon more water-dynamic, and the lance-like spikes that protrude from the sides of their tails, which they use to hunt sharks, dolphins and other large aquatic creatures that live within their territory. When they are young their scales are a murky, almost milky auburn that slowly darkens and shines as they grow older, the surface becoming a transparent golden-amber. Their scales are some of the thinnest among dragon kind, allowing them to be more flexible at the cost of their protective hide, though their physical training and dominance allows them to mostly compensate for this loss.
    Physical pride The topaz dragon is not a studied or particularly charismatic creature, content with what knowledge they can gain naturally and not really caring about any lesser creature or culture. Instead, the topaz dragon prides itself as being one of the quickest, most reflexive of all draconic kind, its body a finely honed machine that can react to any threat with a primal, ferocious rage. They enjoy displaying this physical superiority if given the slightest excuse, using it to "deal" with their intruders and prey. Usually they rely on non-lethal force for clearly outclassed foes, wanting them to spread tales of the dragon's glory and power so that no one is foolish enough to come and try to fight the topaz in their lair. The dragon's psionic energies are bent in helping achieve this physical dominance, used to realign and heal the great beast in the midst of combat, and making the blows of lesser beings have less impact.
    Extremely reclusive The topaz dragon actually hates interacting with other beings, even other dragons of their color. Other beings are too talkative, too foolish, too greedy, too prideful or too rancid with their unique scents for the dragon to stand their presence for more than mere hours, and the dragon takes extreme measures to ensure that no one decides to force their company on them. They build their lairs in underwater air pockets contained within caverns deep below the water's surface, they start and spread rumors of a hostile monster to drive away potential settlers from their lands, and they attack all vessels that dare sail across their territory, especially fishing ships that could potentially harm their food supply. Really, the only people that the dragon would get along with are monks who have taken a vow of silence, and who allow themselves to be licked "clean" by the dragon each day or swished around in the dragon's maw to eliminate their scents... so very, very few people over all.
    Moisture abhorrence: A topaz dragon, for all of its love of the sea's spray and their choice of lair location, absolutely hates getting wet. In fact, in ascending order of what the topaz dragon hates least to what the dragon hates most, getting wet is second only to congenial halflings and brass dragons. To this end, their psionic energies are bent to the command of moisture, and their breath is designed to sap water from the air and dehydrate anything within it. Most of these modifications are used to keep themselves as dry as possible, and the dragon has developed a rather shocking resilience to necrotic energies from it, but they can also be turned on intruders, leading to quite the nasty hazards and gruesome deaths of those who dare invade the dragon's lair.
    Begrudging friendship If the topaz dragon is bested or assisted by a mortal, they might grant a very, very begrudging boon to them. Often something minor, but definitely useful. If the mortal refuses to accept this boon or force the dragon into their service, a topaz dragon will begin to become curious about them, and slowly begin to accept and sometimes even welcome the mortal's presence. Rare is the mortal that can claim to be a topaz dragon's friend, and if one can truly lay claim to such a boon they will benefit from the topaz dragon's deeply suppressed nurturing and protective instincts, and gain a defender that that will jealously protect them beyond all reason.

    A Topaz Dragon's Lair
    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.

    Lair actions
    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.


    Regional effects
    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.


    Spoiler: Ancient
    Show
    Ancient Topaz Dragon
    Gargantuan dragon, chaotic neutral


    Armor class 20 (natural armor)
    Hit pints 444 (24d20+192)
    Speed 40ft, burrow 40ft, fly 70ft, swim 70ft


    Str Dex Con Int Wis Cha
    27 (+8) 22 (+6) 27 (+8) 14 (+2) 15 (+2) 12 (+1)


    Saving Throws Dex +13, Con +15, Wis +9, Cha +8
    Skills Perception +16, Stealth +13
    Damage resistances Fire, poison
    Damage immunities Necrotic
    Condition immunities Poisoned
    Senses Blindsight 60ft, darkvision 120ft, passive perception 26
    Languages Draconic, Primordial
    Challenge 22 (30,000 XP)


    Statuesque The dragon may become perfectly still, resembling a statue more than a living creature and gaining advantage on deception or stealth checks to convince creatures it is a statue as long as it remains still.

    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: +15 to hit, reach 15 ft, one target. Hit: 19 (2d10+8) piercing damage plus 9 (2d8) necrotic damage.

    Claw Melee weapon attack: +15 to hit, reach 10 ft, one target. Hit: 15 (2d6+8) slashing damage.

    Tail Melee weapon attack: +15 to hit, reach 20 ft, one target. Hit: 17 (2d8+8) bludgeoning damage.

    Frightful presence Each creature of the dragon's choice within 120 feet that is aware of the dragon makes a DC 16 Wisdom saving throw. On a failed save, a creature is inflicted with the frightened condition for one minute. A creature may remake this saving throw at the beginning of each round, ending the effect on a successful save. Creatures that succeed on their saving throw are immune to the dragon's frightful presence for 24 hours.

    Dehydrating breath (recharge 5/6) The dragon exhales a decaying wind in a 90 foot cone. Each creature in this cone must make a DC 22 constitution saving throw, taking 72 (16d8) necrotic damage on a failed save or half as much on a successful one.

    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.
    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.


    Spoiler: Adult
    Show
    Adult Topaz Dragon
    Huge dragon, chaotic neutral


    Armor class 18 (natural armor)
    Hit pints 225 (18d12+108)
    Speed 40ft, burrow 40ft, fly 70ft, swim 70ft


    Str Dex Con Int Wis Cha
    23 (+6) 20 (+5) 23 (+6) 12 (+1) 13 (+1) 10 (+0)


    Saving Throws Dex +10, Con +11, Wis +6, Cha +5
    Skills Perception +11, Stealth +10
    Damage resistances Fire, poison
    Damage immunities Necrotic
    Condition immunities Poisoned
    Senses Blindsight 60ft, darkvision 120ft, passive perception 21
    Languages Draconic, Primordial
    Challenge 15 (13,000 XP)


    Statuesque The dragon may become perfectly still, resembling a statue more than a living creature and gaining advantage on deception or stealth checks to convince creatures it is a statue as long as it remains still.

    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: +10 to hit, reach 10 ft, one target. Hit: 17 (2d10+6) piercing damage plus 4 (1d8) necrotic damage.

    Claw Melee weapon attack: +10 to hit, reach 5 ft, one target. Hit: 13 (2d6+6) slashing damage.

    Tail Melee weapon attack: +10 to hit, reach 15 ft, one target. Hit: 15 (2d8+6) bludgeoning damage.

    Frightful presence Each creature of the dragon's choice within 120 feet that is aware of the dragon makes a DC 14 Wisdom saving throw. On a failed save, a creature is inflicted with the frightened condition for one minute. A creature may remake this saving throw at the beginning of each round, ending the effect on a successful save. Creatures that succeed on their saving throw are immune to the dragon's frightful presence for 24 hours.

    Dehydrating breath (recharge 5/6) The dragon exhales a decaying wind in a 60 foot cone. Each creature in this cone must make a DC 19 constitution saving throw, taking 58 (13d8) necrotic damage on a failed save or half as much on a successful one.

    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.
    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 22 (5d8) damage.


    Spoiler: Young
    Show
    Young Topaz Dragon
    Large dragon, chaotic neutral


    Armor class 17 (natural armor)
    Hit pints 152 (16d10+64)
    Speed 40ft, burrow 40ft, fly 70ft, swim 70ft


    Str Dex Con Int Wis Cha
    19 (+4) 18 (+4) 19 (+4) 10 (+0) 12 (+1) 9 (-1)


    Saving Throws Dex +7, Con +7, Wis +3, Cha +2
    Skills Perception +6, Stealth +6
    Damage resistances Fire, poison
    Damage immunities Necrotic
    Condition immunities Poisoned
    Senses Blindsight 30ft, darkvision 120ft, passive perception 16
    Languages Draconic, Primordial
    Challenge 8 (3,900 XP)


    Statuesque The dragon may become perfectly still, resembling a statue more than a living creature and gaining advantage on deception or stealth checks to convince creatures it is a statue as long as it remains still.

    Actions


    Multiattack The dragon makes three attacks, one with its bite and two with its claws.

    Bite Melee weapon attack: +7 to hit, reach 10 ft, one target. Hit: 15 (2d10+4) piercing damage plus 4 (1d8) necrotic damage.

    Claw Melee weapon attack: +7 to hit, reach 5 ft, one target. Hit: 11 (2d6+4) slashing damage.

    Dehydrating breath (recharge 5/6) The dragon exhales a decaying wind in a 45 foot cone. Each creature in this cone must make a DC 15 constitution saving throw, taking 36 (8d8) necrotic damage on a failed save or half as much on a successful one.


    Spoiler: Wyrmling
    Show
    Wyrmling Topaz Dragon
    Medium dragon, chaotic neutral


    Armor class 16 (natural armor)
    Hit pints 46 (7d8+14)
    Speed 30ft, burrow 30ft, fly 55ft, swim 55ft


    Str Dex Con Int Wis Cha
    15 (+2) 16 (+3) 15 (+2) 8 (-1) 10 (+0) 7 (-2)


    Saving Throws Dex +5, Con +4, Wis +2, Cha +0
    Skills Perception +3, Stealth +5
    Damage resistances Fire, poison
    Damage immunities Necrotic
    Condition immunities Poisoned
    Senses Blindsight 10ft, darkvision 60ft, passive perception 13
    Languages Draconic, Primordial
    Challenge 2 (450 XP)


    Statuesque The dragon may become perfectly still, resembling a statue more than a living creature and gaining advantage on deception or stealth checks to convince creatures it is a statue as long as it remains still.

    Actions


    Bite Melee weapon attack: +4 to hit, reach 5 ft, one target. Hit: 5 (1d10+2) piercing damage plus 2 (1d4) necrotic damage.

    Dehydrating breath (recharge 5/6) The dragon exhales a decaying wind in a 30 foot cone. Each creature in this cone must make a DC 12 constitution saving throw, taking 18 (4d8) necrotic damage on a failed save or half as much on a successful one.
    Last edited by Gnomes2169; 2018-09-26 at 01:59 PM.

  6. - Top - End - #6
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    Default Re: Gem dragon conversion

    Great idea! Personally, I feel like the Gem Dragons are too thematically similar to the Metallics, and I prefer 4e's Catastrophics as a "third family" of Dragons, but I must admit the idea of psionic dragons

    Anyway, haven't really got any suggestions mechanically.
    Kudos to smuchmuch for the awesome 11th Doctor avatar!

  7. - Top - End - #7
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    Default Re: Gem dragon conversion

    Obsidian dragons

    Intelligent, vindictive, cruel. These are the qualities given to the obsidian dragon and, to be quite frank, it loves each and every one. The obsidian dragon will go out of its way to cultivate this image. They torture the land around their lair, reveling in turning it into a barren, inhospitable wasteland.
    The obsidian dragon's scales are glossy and smooth, looking like carved glass that becomes serrated spikes at each of the dragon's joints. A young obsidian dragon's scales are dull and smoke grey, with multiple scales speckled in black and white spots that look like nothing as much as they do soot .This dull grey extends even to the dragon's internals, making their blood closer to a muted grey than it is red. As the dragon grows older, their scales become far more smooth and darken to a reflective pitch black. Their insides eventually become a dark crimson, and its blood begins to glow a deep, furnace-like scarlet. Once the obsidian dragon becomes an ancient of its kind its blood seems to radiate heat and glows like molten lava, and it grows a pair of horns that can only be described as demonic in form.
    Glorious butchers An obsidian dragon loves the sight of freshly spilled blood, the smell of charred and crackled flesh and finds the death screams of a creature slowly, agonizingly having its bones ripped from its body to be the most melodious of all sounds. Yes, they like to kill things. However, they love to do so in the most dramatic and theatrical way possible, and loves to leave an audience alive to tell the tale. An obsidian dragon will go out of their way to take prisoners and toy with their foes, drawing and guiding them towards the most "fun" and often most lethal and horrifyingly effective traps contained within the dragon's lair.
    Masters of flame An obsidian dragon is a being with lava running through their veins, and their incredible psionic capabilities are bent to the absolute dominance of the volatile element. Their flames ignite cloth, flesh and steel with equal ease, their bodies cannot be harmed by the element, and such power courses through them that even the energies of death itself do not have much of a noticeable effect. They absolutely love demonstrating their capabilities, and they char and blast the land around their lair into a hellish pyroclasmic field, where the only creatures that find life are those fiendish beings who serve the beast's twisted will, or those unfortunate souls that the dragon has decided to grant their "favor" to.
    Lordly power Obsidian dragons are quite simply the most powerful of the mortal gem dragons. Their arrogance and violent attitude cause them to constantly come into conflict with their only slightly lesser cousin the cursed amethyst dragon. However, neither of the gem dragon types are able to truly attempt to destroy the others, the obsidians because they cannot work together long enough to attack an amethyst kingdom, and the amethyst because the obsidian dragon is so constantly surrounded by minions and such hostile environments that attacking the solitary creatures would inflict unacceptable losses.
    Godless Once the obsidian dragons were accepted and welcomed in the halls of the gem dragons, and while their goddess Seradess lived and thrived under Saridor's good graces the obsidians were arrogant, sometimes selfish hoarders of knowledge. However, when the Ruby Dragon destroyed Seradess and locked away her divine essence, the obsidian dragons rebelled and left the worship of Sardior en-masse. Ever since, there has been conflict between the obsidians and the other gems, and the obsidians have become ever more bitter and cruel to lesser beings. Nothing would please them more than the sight of their goddess restores to life, the world burning under her wings... but until such a time, the obsidian dragons are left without any divinity to worship, and it has not done them good.

    An Obsidian Dragon's layer
    The Obsidian dragon often will live in or around an active volcano, often preferring the ease it provides in creating just the perfect environment for their combustive tendencies. However, when an obsidian dragon does not feel lazy or they wish to announce their arrival on the mortal plane, the dragon will either go to find a dead volcano or claim a castle, turning it into a hellish landscape and torturing the earth with their psionic energies to make it more towards their liking. Their attitudes make them natural enemies of many gems who live in the same territory, as well as red and silver dragons.

    Lair actions
    On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
    • A large wave of flame rolls through the dragon's lair, igniting and incinerating any foolish enough to assault the wyrm in its home. The dragon creates a 100ft long, 20ft wide wave of flames within its sight, forcing all creatures within it to make a DC 15 dexterity saving throw. On a failed save, a creature is dealt 16 (3d10) fire damage and ignited. An ignited creature takes 1d10 fire damage at the beginning of their turn, and can end the ignition on themselves or another creature as an action or by moving through water. On a successful save a creature is not ignited.
    • A wall of molten magma erupts from the earth, blasting creatures in its path away, and scorching those that remain. Five sections of magma rip from the ground, each one measuring 10ft long, 30ft tall and 2 ft wide. This wall can pass through spaces occupied by creatures, forcing them to make a DC 15 strength saving throw. On a failed save, the dragon chooses which side of the wall the creature ends up on, on a success the creature chooses which side they want to be on. Any creature that starts their turn within 10ft of this wall is dealt 11 (2d10) fire damage. Moving through this wall takes an action, and creatures that do so are dealt 33 (6d10) fire damage.
    • Toxic vents rip open in the earth, spilling their sickening, nauseous gasses into the air. Creatures in three 10ft spheres must make a DC 15 constitution saving throw. On a failed save a creature is poisoned for up to one minute. A poisoned creature may not take the dash action, and may attempt to make the saving throw at the beginning of the turn to end the poisoned condition.


    Regional effects
    A legendary obsidian dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
    • Within 5 miles of their lair, a black, billowing cloud of soot constantly pours from the heart of the obsidian dragon's abode. This marks the edge of what it considers its private territory, and the land under this unnatural blanket is covered in a lair of soot that makes intruders easy to track, and which kills plant life rather thoroughly. This cloud fully disperses a month after the obsidian dragon's death.
    • Within a mile of the dragon's lair, the land is ripped open and a hellish red glow comes from the rending wounds in the earth. Much of the land is caked in cooling obsidian and basalt, with other volcanic rock constantly oozing from new rends that appear without warning. Literal waterfalls of lava are a common sight, and there is no sign that any of the pyroclasmic activity will ever come to an end. Only after the dragon has been dead for a year will the most obvious displays peter to a stop, and any volcano that housed the dragon will remain active for up to a century, even if it had been dead before the obsidian dragon made it their lair.
    • Within the lair itself, portals to Hell, Hades, the Abyss and the elemental plane of Fire can sometimes be found. Often used by the dragon just to call forth body guards, they also provide a way of escape if they need one from invading dragons or heroes. Demons, devils, yuggoloths and elementals can all be summoned by the dragon via these portals, and all of them are considered friendly and at least mostly loyal to its cause. While sometimes the dragon lets rival varieties of fiends fight one another for its amusement, or for the amusement of a prospective red or obsidian mate, the various minions it can call are typically kept under tight control and no attempts to continue the Blood Wars are allowed within the dragon's hold. These creatures will remain after the dragon's death until they are actually slain.


    Spoiler: Ancient
    Show
    Ancient Obsidian Dragon
    Gargantuan dragon, neutral evil


    Armor class 24 (natural armor)
    Hit pints 615 (30d20+300)
    Speed 40ft, burrow 40ft, fly 60ft


    Str Dex Con Int Wis Cha
    30 (+10) 10 (+0) 30 (+10) 28 (+9) 16 (+3) 20 (+5)


    Saving Throws Dex +8, Con +18, Wis +11, Cha +13
    Skills Intimidation +12, Perception +19, Stealth +8
    Damage resistances Necrotic, poison
    Damage immunities Fire
    Condition immunities Poisoned
    Senses Blindsight 60ft, darkvision 120ft, passive perception 29
    Languages Abyssal, Common, Draconic, Infernal, Primordial
    Challenge 25 (41,500 XP)


    Ignition: Creatures the Obsidian dragon deals fire damage to are ignited, and are dealt 1d10 fire damage at the start of their turn. A creature may remove this ignition as an action, or by moving through water.

    Statuesque The dragon may become perfectly still, resembling a statue more than a living creature and gaining advantage on deception checks to convince creatures it is a statue as long as it remains still.

    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: +18 to hit, reach 15 ft, one target. Hit: 21 (2d10+10) piercing damage plus 14 (4d6) fire damage.

    Claw Melee weapon attack: +18 to hit, reach 10 ft, one target. Hit: 17 (2d6+10) slashing damage.

    Tail Melee weapon attack: +18 to hit, reach 20 ft, one target. Hit: 19 (2d8+10) bludgeoning damage.

    Frightful presence Each creature of the dragon's choice within 120 feet that is aware of the dragon makes a DC 21 Wisdom saving throw. On a failed save, a creature is inflicted with the frightened condition for one minute. A creature may remake this saving throw at the beginning of each round, ending the effect on a successful save. Creatures that succeed on their saving throw are immune to the dragon's frightful presence for 24 hours.

    Incineration breath (recharge 5/6) The dragon exhales almost molten flames in a 90 foot cone. Each creature in this line's must make a DC 26 dexterity saving throw, taking 91 (26d6) fire damage on a failed save or half as much on a successful one.

    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.
    All consuming flame (2 actions) The dragon sends out a wave of hellish flames. Creatures within 15 feet make a DC 25 dexterity saving throw. On a failed save, the creature is dealt 19 (3d6+9) fire damage and ignited. Creatures that are already ignited automatically fail this save.


    Spoiler: Adult
    Show
    Adult Obsidian Dragon
    Huge dragon, neutral evil


    Armor class 21 (natural armor)
    Hit pints 304 (21d12+168)
    Speed 40ft, burrow 40ft, fly 60ft


    Str Dex Con Int Wis Cha
    27 (+8) 10 (+0) 27 (+8) 25 (+7) 14 (+2) 18 (+4)


    Saving Throws Dex +6, Con +14, Wis +8, Cha +10
    Skills Intimidation +10, Perception +14, Stealth +6
    Damage resistances Necrotic, poison
    Damage immunities Fire
    Condition immunities Poisoned
    Senses Blindsight 60ft, darkvision 120ft, passive perception 24
    Languages Abyssal, Common, Draconic, Infernal, Primordial
    Challenge 18 (20,000 XP)


    Ignition: Creatures the Obsidian dragon deals fire damage to are ignited, and are dealt 1d10 fire damage at the start of their turn. A creature may remove this ignition as an action, or by moving through water.

    Statuesque The dragon may become perfectly still, resembling a statue more than a living creature and gaining advantage on deception checks to convince creatures it is a statue as long as it remains still.

    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: +14 to hit, reach 10 ft, one target. Hit: 19 (2d10+8) piercing damage plus 7 (2d6) fire damage.

    Claw Melee weapon attack: +14 to hit, reach 5 ft, one target. Hit: 15 (2d6+8) slashing damage.

    Tail Melee weapon attack: +14 to hit, reach 15 ft, one target. Hit: 17 (2d8+8) bludgeoning damage.

    Frightful presence Each creature of the dragon's choice within 120 feet that is aware of the dragon makes a DC 18 Wisdom saving throw. On a failed save, a creature is inflicted with the frightened condition for one minute. A creature may remake this saving throw at the beginning of each round, ending the effect on a successful save. Creatures that succeed on their saving throw are immune to the dragon's frightful presence for 24 hours.

    Incineration breath (recharge 5/6) The dragon exhales almost molten flames in a 60 foot cone. Each creature in this line's must make a DC 26 dexterity saving throw, taking 63 (18d6) fire damage on a failed save or half as much on a successful one.

    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.
    All consuming flame (2 actions) The dragon sends out a wave of hellish flames. Creatures within 15 feet make a DC 22 dexterity saving throw. On a failed save, the creature is dealt 15 (2d6+8) fire damage and ignited. Creatures that are already ignited automatically fail this save.


    Spoiler: Young
    Show
    Young Obsidian Dragon
    Large dragon, neutral evil


    Armor class 19 (natural armor)
    Hit pints 219 (19d10+114)
    Speed 40ft, burrow 40ft, fly 60ft


    Str Dex Con Int Wis Cha
    23 (+6) 10 (+0) 23 (+6) 22 (+6) 12 (+1) 16 (+3)


    Saving Throws Dex +4, Con +10, Wis +5, Cha +7
    Skills Intimidation +7, Perception +9, Stealth +4
    Damage resistances Necrotic, poison
    Damage immunities Fire
    Condition immunities Poisoned
    Senses Blindsight 30ft, darkvision 120ft, passive perception 19
    Languages Abyssal, Common, Draconic, Infernal, Primordial
    Challenge 11 (7,200 XP)


    Ignition: Creatures the Obsidian dragon deals fire damage to are ignited, and are dealt 1d10 fire damage at the start of their turn. A creature may remove this ignition as an action, or by moving through water.

    Statuesque The dragon may become perfectly still, resembling a statue more than a living creature and gaining advantage on deception checks to convince creatures it is a statue as long as it remains still.

    Actions


    Multiattack The dragon makes three attacks, one with its bite and two with its claws.

    Bite Melee weapon attack: +10 to hit, reach 10 ft, one target. Hit: 16 (2d10+6) piercing damage plus 7 (2d6) force damage.

    Claw Melee weapon attack: +9 to hit, reach 5 ft, one target. Hit: 13 (2d6+6) slashing damage.

    Incineration breath (recharge 5/6) The dragon exhales almost molten flames in a 90 foot cone. Each creature in this line's must make a DC 26 dexterity saving throw, taking 56 (16d6) fire damage on a failed save or half as much on a successful one.


    Spoiler: Wyrmling
    Show
    Wyrmling Obsidian Dragon
    Medium dragon, neutral evil


    Armor class 19 (natural armor)
    Hit pints 102 (12d8+48)
    Speed 30ft, burrow 30ft, fly 45ft


    Str Dex Con Int Wis Cha
    19 (+4) 10 (+0) 19 (+4) 19 (+4) 10 (+0) 14 (+2)


    Saving Throws Dex +3, Con +7, Wis +3, Cha +5
    Skills Intimidation +5, Perception +6, Stealth +3
    Damage resistances Necrotic, poison
    Damage immunities Fire
    Condition immunities Poisoned
    Senses Blindsight 10ft, darkvision 60ft, passive perception 16
    Languages Abyssal, Draconic, Infernal, Primordial
    Challenge 5 (1,800 XP)


    Statuesque The dragon may become perfectly still, resembling a statue more than a living creature and gaining advantage on deception checks to convince creatures it is a statue as long as it remains still.

    Actions


    Bite Melee weapon attack: +7 to hit, reach 10 ft, one target. Hit: 9 (1d10+4) piercing damage plus 3 (1d6) force damage.

    Incineration breath (recharge 5/6) The dragon exhales almost molten flames in a 90 foot cone. Each creature in this line's must make a DC 26 dexterity saving throw, taking 24 (7d6) fire damage on a failed save or half as much on a successful one.

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    Flumph

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    Default Re: Gem dragon conversion

    If you want extra fluff, the Mystara monstrous compendium also has entries on the gem dragons.

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    Default Re: Gem dragon conversion

    Time for Sardior now...

    As a forward before making this stat block, as this is a god, the fluff will be in multiple parts and spoilers, despite there only being one actual stat block. The stats are also for Sardior's avatar, not for the ruby dragon in his home domain. If your players are stupid enough to go and challenge a god on their domain, then I suppose you could double his HP and regeneration, and set all of his ability scores to 30 besides Dexterity (which should still be a 20). I will be making some lair actions for Sardior... just to make it clear that you do not fight a god in their home domain unless you are the most overpowered.

    Sardior, the Ruby Dragon

    Spoiler: Sardior's ethos and domains
    Show
    Of all the dragon gods, Sardior is the slowest to anger and easily one of the most peaceful. The only times he has been stirred into hostile action have been when all of his gem dragon children were threatened during the wars before the creation of the dracorage mithril, and when he imprisoned Seradess and banished the whole obsidian dragon tribe from his council. Unlike Bahamut or Tiamat, he does not demand service from or have any expectations for his draconic children, and because of that the gem dragons give him the loyalty a child would their father, or a friend their companion. He views his mortal followers as students, not servants, and is always willing to teach. Sardior is a believer in honesty and self-revelation, and he always strives to discover new ways to improve both himself and his followers. He is not a selfish or jealous god, and he does not demand absolute loyalty from those who seek to learn from him, but he is wise enough to deny his knowledge to the followers of his enemies, and has his mortals constantly monitor themselves to ensure that members of Seradess's cult to not infiltrate and harm his small faith.

    Where other dragons and gods value treasure, territory, conquests and artifacts of great worth, Sardior treasures knowledge and great works of magic. A scholar at heart, there is very little that the Ruby Dragon does not know, and very little that he cannot discover if given half the chance. In particular, his knowledge and dominion over psionic energies is absolute, and he is more than willing to share his revelations with his students and children. He grants his revelations to those who are equipped to handle them, not particularly caring about any sacrifices the mortals might make to pay for them but appreciating those that are given in an academic way.

    Domains: Knowledge, Psionics (only relevant if/ when they come out)


    Spoiler: Allies and Enemies
    Show
    For the most part, Sardior does not have all too many allies or enemies. He does not do much to anger any other gods, being content to remain within his libraries and ruby castle, but he is also rather unwilling to grant favors to other gods until they have "earned" them. In this way, he basically treats the other gods like his students and followers, which makes him few friends.

    Allies: Sardior's divine allies basically consist of his five vassals, dragons from each of the gem dragon tribes who rose to demi-god status under Sardior's tutelage. However, he has made allies with a few other gods, quite on accident really, and they will be listed here as well.
    • Mystra, the lady of mysteries and magic. While her death ruined their relationship for a time, the Ruby Dragon and Mystra share a colleague-like relationship with one another, with one experimenting with psionics and the other the arcane. While Mystra is by far the greater of the two, Sardior has proven himself to be more than capable and a fast friend, leading the lady of mysteries to treat him like a prized apprentice.
    • Oghma, god of knowledge. Sardior and Oghma, while not exactly the fastest of friends, have worked together many times in the past to discover some of the greatest secrets in the world. While many would describe their relationship as a friendly rivalry, and it has lead to many heated arguments and debates between the two, there is little doubt that if one called to the other for assistance against an aggressive foe, the other would come to their aid.
    • Aleithilithos the Amethyst*. The greatest of Sardior's vassals, Aleithilithos represents the amethyst dragons in the ruby dragon's halls. He is known as the peacemaker, and is often called in to broker and advise Sardior during meetings with the other gods. Like all vassals, Aleithilithos is never far from his master's side.
    • Hrodel the Crystal*. Hrodel, while she is the least of Sardior's vassals, is also the most cheerful and precious to him. Often called Sardior's Sunshine, there are only a handful of times where one might find her away from the Ruby Dragon's side. There are rumors that she and Charisma are mates to the ruby dragon, but neither of the vassals will confirm these rumors.
    • Smargad the Emerald*. Smargad is Saridor's scribe, working often in the ruby dragon's libraries and cataloging the great discoveries that his master finds. Smargad is always ready and eager to respond to his master's call, though sometimes the emerald paranoia runs a bit thick and Smargad retreats into his spell-laden hold, away from his master and all the other vassals.
    • Charisma the Sapphire*. Charisma is Sardior's chief military adviser, and while it is rare for her to act these days, in the times when dragons warred for dominance she proved herself to be a capable and fearsome leader. Having more than earned her place in Sardior's halls, Charisma is only rarely seen outside of the ruby dragon's throne room. There are rumors that she and Hrondel are mates to the ruby dragon, but neither of the vassals will confirm these rumors.
    • Tithonnas the Topaz*. Tithonnas is Sardior's bodyguard, acting as a personal soldier and jealous protector of his great lord. While often taking his duties far too seriously, Tithonnas is a powerful warrior and ally, and his loyalty is unquestionable. Sardior goes nowhere without this vassal by his side.



    Enemies: Sardior's few enemies are those who he has slighted, or those who covet his knowledge and powe, but who have not proven themselves worthy of it. They are as follows:
    • Tiamat, Queen of Dragons. While he has not gone out of his way to affront Tiamat, Sardior did oppose her children and her rule long ago. This has made him a life long enemy, and Tiamat would see the ruby dragon's downfall along with those of the rest of the gods. Sardior does not see her as a threat, and instead pities Tiamat for the thing she has become... which only serves to cement the Queen of Dragon's hatred all the more.
    • Shar, Mistress of Shadows. While Sardior hasn't actually done anything to work against Shar herself, his alliance with Mystra is enough to make the Queen of the Shadowfell his foe. She seeks to find a way to use Sardior as her pawn against the Lady of Mysteries one day, but does not care much for his fate after she has used him for his purposes.
    • Seradess the Obsidian*. While she is currently deceased and her divine spark held captive by Sardior, Seradess was once his greatest and most intelligent servant. Powerful and graceful, the obsidian dragon vassal had her own cult within Sardior's faith that rivaled the old faith's size, and that cult split off from the rest after Sardior's sudden betrayal. Now the Cult of Sardess works against Sardior, seeking to free their goddess from his clutches at any cost.
    • Blithen of Many Names. While once an adviser to Sardior, Blithen became corrupt with the lure of power that his ruby master held, and he betrayed Sardior at the height of the draconic bloodwars. Cast out for his treachery, Blithen has bid his time for many centuries, gathering followers and allying himself to the cult of Seradess, but never managing to actually obtain a status greater than demi-god. Infuriated to no end by how often he has been thwarted, Blithen is hot headed, arrogant and greedy, and he will stop at nothing until he has gained what he desires.


    Spoiler
    Show
    *For stats on the vassals, use an ancient dragon of each type, increase their armor class by 1, give them immunity to non-magic weapon damage, poison damage and all the conditions that Sardior is immune to, increase their ability scores besides dexterity by 2 apiece (maximum 30), and give them 2 more hit dice. Finally, they gain the Discorporation and Magic weapons abilities and regeneration (10).


    Spoiler: Followers and requirements
    Show
    Sardior accepts beings of all races, knowing that all beings can provide knowledge. However, his servants are predominantly the gem dragons and those creatures who have psionic capabilities, and he has very few mortal clerics under his command. His status as a lesser deity shows that his following has swelled in size in recent years, and while it might not be as large as Tiamat's or Bahamut's, his base of worship is far more stable than either his brother or sister's, as they generally do not engage in war with other faiths. Often temples to Sardior are found in remote mountain passes, typically in the abandoned caverns of a crystal, emerald or amethyst dragon, though in recent years some exploratory branches have begun to appear in minor cities along the mainland, with the largest being located in Amn.

    His doctrine is simple; Act in a way befitting a follower of the true dragons. Be slow to anger and cunning. Seek the safest and most logical resolution. Search for knowledge when you are able, and always seek to better your mind. Be honest with your shortcomings so that you can find ways to overcome them, and turn your weaknesses into strengths so that all anyone can see when they look at you is glory. Finally, bear yourself in the way that is most honest to yourself. The Ruby Dragon has no use for self-deceiving fools, and would rather deal with a monster who delights in their sadism than a wolf in sheep's clothing.


    Spoiler: The Ruby Castle and Sardior
    Show
    Sardior's divine domain is his castle, a giant structure of ruby that floats above the clouds. This castle's entrance touches the material, primordial earth and astral planes, and on the material plane the physical shadow of this castle is located on the opposite side of the world from the sun. The physical castle is constantly obscured in the night sky by gathered clouds, and those who seek entry uninvited must contend with gem dragons of every variety besides obsidian. After walking through any of the gates, which are the only way to gain entry to any version of the castle, a creature must use plane shift to enter Sardior's true domain. Sardior's castle is stable, but time and the locations of all beings within it are in constant flux, making navigation and tracking nearly impossible. Statues of ruby that represent every gem dragon clan line Sardior's throne room, with only a pile of rubble occupying the location of the obsidian clan. Hundreds of rooms occupy this castle, filled with dragons, mortal spirits, constructs, elementals of all planes, and immortal guardians set to deal with intruders. Sardior knows the location of every creature in his domain, and he can communicate with any number of creatures telepathically. He can read the thoughts of any creature that is not benefiting from the effects of mindblank or any similar spell while they remain within the Ruby Castle.

    Those who wish to invade this holy place must content with more than just Sardior's servants, however, and the great Ruby Dragon has many different tricks up his sleeve. Sardior's ruby castle is his lair, and he has a myriad of ways in which he can demonstrate his absolute dominion of the plane. Acting on initiative count 20, Sardior can manipulate his domain in one of the following ways. Even outside of combat, these lair actions are taken every 6 seconds.
    • Sardior releases a mental scream that affects all creatures of his choice in the ruby castle. All affected creatures must make a DC 20 intelligence save. On a failed saving throw, they are stunned until the end of their next turn or the next lair action, whichever comes first.
    • Sardior extends time in one room of the Ruby Castle. The rest of his castle is accelerated by one day before the end of the round in that room, allowing the castle's occupants outside of the room to rest, fortify and reinforce the other rooms and hallways. While time is slowed in that room, no creatures enter or exit. A creature may make a DC 30 Intelligence (arcana) check to identify the effect and realize the time warping.
    • A massive blast of wind blasts through the castle, buffeting creatures of Sardior's choice. All affected creatures must make a DC 23 strength check. On a failure, the creature is flung 20ft in a direction of Sardior's choosing, and they are dealt 28 (8d6) thunder damage. On a successful save, the creature is moved 10ft and dealt 7 (2d6) bludgeoning damage.
    • Sardior attempts to remove all hostile creatures from his domain with the precision of a surgeon. All creatures of Sardior's choice must make a DC 20 charisma saving throw. On a failed saving throw, they are banished from his domain and appear 1d6 days later in a random room of the Ruby Castle on the material plane, outside of Sardior's actual domain. Creatures removed in this way have no indication of how much time has passed, do not benefit from a long or short rest, and do not suffer any exhaustion levels during the 1d6 days it takes for them to reappear.
    • Sardior creates 3 walls of force within 120ft of himself. Each wall of force has 4 sections that are 10ft wide, 20ft high and 1 inch thick. The only effect that can damage or destroy a wall of force is the spell disintegrate. These walls of force last until destroyed, until Sardior decides to destroy them, or until this legendary action is taken again.
    • Sardior makes 2d8 pillars of light within 600ft of himself. Each of these pillars occupies a 5ft sphere and extends from the castle's floor to its ceiling, ignoring all obstacles in its way. Creatures in and adjacent to the pillar must make a DC 20 dexterity saving throw. Creatures in the pillar who fail their saving throw are dealt 26 (4d12) radiant damage and blinded until the end of their next turn, while creatures who are adjacent to the pillar who fail their saving throw have disadvantage on all attack and ability rolls until the end of their next turn.
    • Sardior attempts to detonate a creature, releasing the water trapped inside of them in a destructive wave. One creature within 120ft of Sardior must make a DC 22 constitution save. On a failed save, the target is dealt 52 (8d12) necrotic damage, and all creatures of Sardior's choice within 60ft of the target must make a DC 20 strength saving throw or be pushed 20ft and dealt 18 (4d8) bludgeoning damage.
    • Sardior calls 1d4 random adult gem dragons to his side. These dragons serve Sardior with absolute loyalty until they are slain, and act on their own initiative.


    Sardior's mortal avatar
    Gargantuan abberation, true neutral


    Armor class 25 (natural armor)
    Hit pints 635 (31d20+310)
    Speed 60ft, burrow 60ft, fly 60ft


    Str Dex Con Int Wis Cha
    30 (+10) 12 (+1) 30 (+10) 28 (+9) 24 (+7) 26 (+8)


    Saving Throws Str +19, Dex +10, Int +18, Wis +16
    Skills Arcana +27, History +27, Nature +27, Perception +25, Religion +27, Stealth +11
    Damage immunities Fire, force, necrotic, poison, psychic, radiant, thunder; bludgeoning, piercing and slashing from non-magic weapons
    Condition immunities Blinded, charmed, deafened, frightened, poisoned, stunned
    Senses Darkvision 240ft, truesight 120ft, passive perception 35
    Languages All
    Challenge 30 (155,000 XP)


    Discorporation: When Sardior drops to 0 hit points or dies, his body is destroyed but his essence travels back to his divine domain in the Ruby Castle, and he is unable to take physical form for a time.

    Innate psionics*: Sardior can innately cast the following spells (save DC 26, attack bonus +18). His spellcasting ability for these spells is intelligence.
    At will: Banishment, confusion, dispell magic (5th level), telekinesis
    3/day each: Divine word, heal, wall of force
    1/day each: Maze, mind blank
    *List is subject to change if/ when a psionics handbook comes out.

    Legendary resistance (5/day) If Sardior fails a saving throw, he can choose to succeed instead.

    Limited magic immunity: Unless he wishes to be affected, Sardior is immune to spells of 6th level or lower. He has advantage on saving throws against all other spells and magical effects.

    Magic weapons: Sardior's weapon attacks are magical.

    Regeneration: Sardior regains 30 hit points at the start of his turn.

    Statuesque Sardior may become perfectly still, resembling a statue more than a living creature and gaining advantage on deception checks to convince creatures he is a statue as long as he remains still.

    Actions


    Multiattack The Sardior may use his Majestic Presence. Hs then makes three attacks, one with his tail and two with its claws.

    Claw Melee weapon attack: +19 to hit, reach 15 ft, one target. Hit: 24 (4d6+10) slashing damage.

    Tail Melee weapon attack: +19 to hit, reach 25 ft, one target. Hit: 28 (4d8+10) bludgeoning damage.

    Majestic presence Each creature of Sardior's choice within 360 feet that is aware of him makes a DC 25 Wisdom saving throw. On a failed save, a creature is inflicted with the charmed condition for one minute. A creature may remake this saving throw at the beginning of each round, ending the effect on a successful save. Creatures that succeed on their saving throw are immune to Sardior's majestic presence for 24 hours.

    Legendary actions


    The Sardior can take 5 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 Sardior regains spent legendary actions at the beginning of his turn.
    Sardior's legendary actions are associated with the breath weapons and magical nature of the gem dragons. Once he uses a breath or casts a spell, he must wait until the end of his next turn to use a breath weapon or cast a spell as a legendary action a second time. As a note, ever since he removed Seradess from his service and imprisoned her, Sardior has not been able to use his incineration breath.

    Bite Melee weapon attack: +19 hit, reach 20ft, one target. Hit: 32 (4d10+10) slashing damage plus 10 (3d6) fire, force, necrotic, psychic, radiant or thunder damage. Damage type is chosen by Sardior after the attack hits.
    Cast a spell (2 actions) Sardior casts one of his spells.
    Breath weapon (2 actions) Sardior uses one of the following breath weapons. He may only use one each round.
    Dehydrating breath Sardior exhales a decaying wind in a 90 foot cone. Each creature in this cone must make a DC 27 constitution saving throw, taking 72 (16d8) necrotic damage on a failed save or half as much on a successful one.
    Force breath Sardior exhales force in a 120 foot line that is 10 feet wide. Each creature in this line's must make a DC 27 dexterity saving throw, taking 75 (30d4) force damage on a failed save or half as much on a successful one.
    Radiant breath Sardior exhales searing light in a 120 foot line that is 10 feet wide. Each creature in this line's must make a DC 27 dexterity saving throw, taking 65 (10d12) radiant damage on a failed save or half as much on a successful one.
    Psionic breath Sardior exhales a wave of sound that disrupts mental function in a 90 foot cone. Each creature in this cone must make a DC 27 intelligence saving throw, taking 68 (13d10) psychic damage on a failed save or half as much on a successful one.
    Tempest breath The Sardior exhales air in a 120 foot line that is 10 feet wide. Each creature in this line's must make a DC 27 dexterity saving throw, taking 63 (18d6) thunder damage on a failed save or half as much on a successful one.

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    BlueKnightGuy

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    Default Re: Gem dragon conversion

    Would this mean you could make a dragonborn with the resistances and breath weapon of these dragons?

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    Default Re: Gem dragon conversion

    Quote Originally Posted by Ralanr View Post
    Would this mean you could make a dragonborn with the resistances and breath weapon of these dragons?
    You would get the damage immunities of the dragon as a resistance and the breath weapon as normal. As an example, an amethyst dragonborn would get resistance to force damage and have a 60 foot line breath weapon that deals force damage. The amethyst dragonborn would not gain resistance to poison or fire damage, and does not gain immunity to the poisoned condition. It's probably a good thing to address, so thank you for bringing it up!

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    Default Re: Gem dragon conversion

    Quote Originally Posted by Gnomes2169 View Post
    You would get the damage immunities of the dragon as a resistance and the breath weapon as normal. As an example, an amethyst dragonborn would get resistance to force damage and have a 60 foot line breath weapon that deals force damage. The amethyst dragonborn would not gain resistance to poison or fire damage, and does not gain immunity to the poisoned condition. It's probably a good thing to address, so thank you for bringing it up!
    Now the dragonborn may sing the song of skyrim.

    Joking aside, I've always wanted a force based breath weapon.

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    Default Re: Gem dragon conversion

    Quote Originally Posted by Ralanr View Post
    Now the dragonborn may sing the song of skyrim.

    Joking aside, I've always wanted a force based breath weapon.
    Yep, the gem dragon breath weapons are:
    -Amethyst: Force
    -Crystal: Radiant
    -Emerald: Thunder (air)
    -Sapphire: Psionic (sound waves)
    -Topaz: Necrotic (dehydrating)

    Of those, the Amethyst or Emerald fit a Fus best.

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    Default Re: Gem dragon conversion

    Sapphires done! Please let me know if there are any typos here >_>

    Also, changed the Amethyst lore a little bit, and gave them the Rapid Adaptation ability. Should be a bit more interesting now.

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    DruidGuy

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    Default Re: Gem dragon conversion

    Man this is amazing work! :) i cant wait to start using these in my campaigns and i know my players will love the challenges and intricacies these guys can pose!

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    Default Re: Gem dragon conversion

    Thank you much, and glad to give you some material! Hopefully your players enjoy them as much as you do.

    I'm going to be honest though... Topaz might be a bit less interesting. Mostly because they are the least interesting of the gems personality-wise. They are basically isolationist jerks who like to bite things, and who hate living in the pater but who build their lairs underwater because it's strategically viable. And... that's about all I have for them. We'll see if I can come up with something more...

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    Default Re: Gem dragon conversion

    And with that final submission, the gem dragons are complete! We round things off with the Topaz, who I made to be physical juggernauts that focus more on single-target effects, sustained combat potential and controlling enemies through movement reduction and exhaustion than through other means (like the amethyst's force walls, the crystal's blinds, the emerald's winds or the sapphire's charms). Their breath weapon is slightly more powerful to compensate for the AoE damage they lose from not having an AoE 2-cost attack like the other dragons (or a single target mini-stun like the sapphire), and breaking the trend of the gems, their armor class is actually 1 point lower than the equivalent tier of dragon (green) to make up for the fact that their dexterity is higher than any dragon in core. Also breaking the gem trend of having high mental scores, the topaz instead focuses on the physical, with the older members relying more on legendary resistance to carry them through wis, int and cha based saves.

    Finally, gods help you if you are in an underwater campaign. Because I gave them a rather high swim speed. Good luck getting away hasted people that only get to move their normal movement speed, due to the whole "being underwater" thing.

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    Default Re: Gem dragon conversion

    Just a couple of typos I noticed:

    Ancient Amethyst Dragon: breath weapon should be 75 (30d4)

    Crystal Dragons: Was it your intention to describe their breath as a "line of force?"

    ...I think that's all I saw. Kudos on these, they're pretty cool! (I was unfamiliar with their existence until checking out the thread)

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    Default Re: Gem dragon conversion

    Quote Originally Posted by SonsOfSauron View Post
    Just a couple of typos I noticed:

    Ancient Amethyst Dragon: breath weapon should be 75 (30d4)

    Crystal Dragons: Was it your intention to describe their breath as a "line of force?"

    ...I think that's all I saw. Kudos on these, they're pretty cool! (I was unfamiliar with their existence until checking out the thread)
    Ah, thanks for catching those ones! For crystals I was going for "searing light," and I have no idea why I mathed wrong... I had it right before, and then I edited it because I thought I got it wrong. >->

    Thank you for the feedback! Glad you enjoyed them.

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    Haha, there WAS a typo that we missed! The adult Topaz's HP was wrong (had 237+144... when it was just supposed to be 237.) So caught and fixed that.

    Now then, something that has been bothering me is that the breath weapons and immunities of the Emerald and Sapphire dragons are different from one another... I'm strongly considering making the emerald's breath weapon deal thunder damage, and the sapphire's deal psychic. Anyone else agree with that change?

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    Quote Originally Posted by Gnomes2169 View Post
    Haha, there WAS a typo that we missed! The adult Topaz's HP was wrong (had 237+144... when it was just supposed to be 237.) So caught and fixed that.

    Now then, something that has been bothering me is that the breath weapons and immunities of the Emerald and Sapphire dragons are different from one another... I'm strongly considering making the emerald's breath weapon deal thunder damage, and the sapphire's deal psychic. Anyone else agree with that change?
    I definitely think it's more flavorful for their immunities to match their breath weapons. You can flavor the Emerald Dragon's Tempest Breath as like, buffeting winds so strong that it's literally creating peals of thunder (so thunder damage instead of bludgeoning).

    For the Sapphire dragon, you could model its breath weapon after the 4e Purple Dragon's breath weapon:

    Spoiler: Draconomicon: Chromatic Dragons, Ch. 4, Pg. 178
    Show
    Close blast 10; +32 vs. Fortitude; 3d8 + 10 necrotic damage, and the target takes ongoing 15 psychic damage and is dazed (save ends both). Each time the target fails the saving throw against this effect, the purple dragon can slide it 5 squares. Miss: Half damage, and the target is not dazed and does not take ongoing damage.


    Much weaker damage, but inflicts the stun effect? Heck, we could model this after the Mind Flayer's Mind Blast as well.

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    Quote Originally Posted by Gnomes2169 View Post
    Topaz might be a bit less interesting. Mostly because they are the least interesting of the gems personality-wise. They are basically isolationist jerks who like to bite things, and who hate living in the pater but who build their lairs underwater because it's strategically viable. And... that's about all I have for them. We'll see if I can come up with something more...
    To me they seem like creatures that live near the water from pure spite. They're utterly resentful of water, because it's so pretty but so horribly, awfully WET. It's not fair that something should be so perfect and so awful at the same time, and it drives them to a weird point of obsession. They live near it because it's pretty, so they can torment the things that live in it, and so that when their revulsion for wetness becomes too much they can spend long afternoons scudding over the surface breathing waves out of existence over and over again.

    Oddly for all they're largely isolationist I imagine they'd get on well with fishermen/whalers. They're in it together against those wet fishy horrors after all.

    I have no idea if this is what you had in mind, it's just what came through to me from the Topaz Dragon section description.


    Quote Originally Posted by Gnomes2169 View Post
    Now then, something that has been bothering me is that the breath weapons and immunities of the Emerald and Sapphire dragons are different from one another... I'm strongly considering making the emerald's breath weapon deal thunder damage, and the sapphire's deal psychic. Anyone else agree with that change?
    Definitely like the differentiation, but I'm curious how you'd describe the effect the Sapphire Dragon's breath weapon has on characters? Does it vibrate the floor/air in a really sickening way or is it just a blast of psychic energy or something else?
    Last edited by Flashy; 2015-05-12 at 06:57 AM.

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    Quote Originally Posted by SonsOfSauron View Post
    I definitely think it's more flavorful for their immunities to match their breath weapons. You can flavor the Emerald Dragon's Tempest Breath as like, buffeting winds so strong that it's literally creating peals of thunder (so thunder damage instead of bludgeoning).

    For the Sapphire dragon, you could model its breath weapon after the 4e Purple Dragon's breath weapon:

    Spoiler: Draconomicon: Chromatic Dragons, Ch. 4, Pg. 178
    Show
    Close blast 10; +32 vs. Fortitude; 3d8 + 10 necrotic damage, and the target takes ongoing 15 psychic damage and is dazed (save ends both). Each time the target fails the saving throw against this effect, the purple dragon can slide it 5 squares. Miss: Half damage, and the target is not dazed and does not take ongoing damage.


    Much weaker damage, but inflicts the stun effect? Heck, we could model this after the Mind Flayer's Mind Blast as well.
    Their legendary action mini-stun is nasty enough for a disable, especially since they can technically chain it turn after turn. And oh god, we do not need the Ithillid dragon yet! I still have nightmares of that thing wrecking party after party consecutively, something with multi-attack and powerful physical stats should not be able to stun lock an entire party consistently every 3 or so turns.

    ... I'm sorry, I had a flash back there. Where was I? Oh yes. Sapphire dragons. I think it would be fine to just change their breath weapon to psychic, because that damage type carries with it the possibility of other secondary effects like long-term madness if the party is going to use the madness variant in the DMG. Attaching a secondary effect at its base just seems like it would be overkill.

    Quote Originally Posted by Flashy View Post
    To me they seem like creatures that live near the water from pure spite. They're utterly resentful of water, because it's so pretty but so horribly, awfully WET. It's not fair that something should be so perfect and so awful at the same time, and it drives them to a weird point of obsession. They live near it because it's pretty, so they can torment the things that live in it, and so that when their revulsion for wetness becomes too much they can spend long afternoons scudding over the surface breathing waves out of existence over and over again.

    Oddly for all they're largely isolationist I imagine they'd get on well with fishermen/whalers. They're in it together against those wet fishy horrors after all.

    I have no idea if this is what you had in mind, it's just what came through to me from the Topaz Dragon section description.
    I didn't even think of that, I just thought I would have them live underwater because it was pragmatic... but this description is absolutely beautiful, and I couldn't help but giggle at it. I feel like saying the word "moist" around a topaz would be the worst possible thing you could do in your world, and I highly support this interpretation.

    The thing about fishermen and whalers is, they are killing the things that the topaz dragon wants to kill themselves, and doing it far more quickly then the ocean deserves too! The fact that they are taking what the dragon sees as its property (it's like killing a deer in the king's forest... not a good plan), and simultaneously depriving the dragon of a portion of its food supply are the final nails in the coffins of all fisherpeople everywhere. Besides, those mortals are freaks who like being moist from the spray of the water, how could the dragon ever get along with them? *Shudders slightly in revulsion*

    Quote Originally Posted by Flashy View Post
    Definitely like the differentiation, but I'm curious how you'd describe the effect the Sapphire Dragon's breath weapon has on characters? Does it vibrate the floor/air in a really sickening way or is it just a blast of psychic energy or something else?
    I think that it would be a high-pitched keening scream that disrupts a creature's thoughts, doing horrendous damage to their psyche but leaving their bodies untouched for the most part. Think something like a confusion ray from any old Saturday morning cartoon.

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    It has come to my attention that I missed some Obsidian dragons. I... I guess I have to edit a post or two more. Including one after the first actual comment... Yaaaaaaaaaay.

    And the breaths have been changed. Emerald dragon is still tempest breath, but the sapphire dragon is now a Psionic breath.

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    Aaaaand the Obsidians are done! Yes, they are currently the strongest dragons. Yes, they are horrifying. Yes, I giggle evilly whenever I look at them.

    I do have plans to make the Ruby Dragon, Sardior, the god of the gem dragons. However, now I sleep.

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    And there we go, Sardior is complete. And Obsidian dragons now have a fire breath, not force. And sapphires have psychic, not thunder. And all of the typos for the other dragons are fixed. Forever. >_>

    Also, done with this project as well finally! Ah, but that feels good to say... any final feeback before I declare this good and done?

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    Poking this up to get the formatting ready for my next project...

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    Alright, one laaaast update before the project is left to simmer. The last batch of typos have been fixed, and much more importantly: HP has been adjusted down for every dragon but the Topaz (which got a BOOST instead) and the Ancient Sapphire (who stayed the same). Sardior in particular got hit by the nerf bat, and has 1 breath weapon legendary action/ round, 3 fewer hit dice (translating to 61 less HP), and is less OP compared to Tiamat now. For non-topaz dragons, this will make them a bit more vulnerable to surprise rounds and casting sword repeatedly, while the topaz is a bit more beefy (as its fluff and stat block SHOULD suggest).

    While this might not seem like much balance wise (just 1-2 hit dice for the most part), in the case of Ancients, this is the equivalent of 20-40 HP, which is a full round of attacks from your standard martial character at that level. In the case of the Topaz (who gained about ~50 HP), this means that it will survive quite a bit longer, while the other dragons will be less able to do the "big stupid monster" job of sitting there and fighting player characters to the death with big nasty teeth (the Topaz's stated job), and instead encourage them to run about, picking off certain vulnerable characters and only standing and fighting once the PC's have been properly weakened. It might not swing it in that way that much, but every little bit helps, and other dragons should be less jealous of the gem dragon's ability to stand there and laugh for days at the damage of a party. (Gem dragons do still have higher Con than other dragons, however, so they are still a bit tougher than most.)

    And as a final note, I suppose I should say that, if the psionics system for 5e ever comes out, I'll also be making a Draconic Psionics system for the gem dragons (if one is not present within the material released), and I'll make one last update here for that. Should be fun.

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    I've honestly never heard about those ones... probably why they were not included. Do you happen to have a link to them or the article they were published in?

    Edot: Oh... apparently that response is gone now. But hey, still, the question remains! There's apparently a magazine-exclusive set of gem dragons, anyone have it?

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    I deleted it too avoid thread necromancy.
    Anyhow.
    Dragon 4th anniversary issue, (174 I think?), the dragons were Pearl, Jade, and Jacinth.
    I transitioned it to a PM.
    Last edited by Fire Tarrasque; 2018-01-12 at 08:00 PM. Reason: Name remeberance.

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