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<blockquote data-quote="Faolyn" data-source="post: 8801074" data-attributes="member: 6915329"><p>Here’s the <strong>jacinth dragon</strong>. Jacinth is actually a type of zircon and is also called hyacinth (for which the plant was named). Even though jacinth is red, orange, or yellow and hyacinth plants are blue and purple (there may have been confusion between the jacinth/zircon stones and sapphires—or it could have been referring to the purple-red fritillary flower). Myths about jacinth say that it boosts memory, increases the intellect, induces sleep, wards against ghosts, and aids in astral projection, so that’ll help to flesh out the dragon’s powers. Jacinth also supposedly protects against lightning strikes, but that’s not really on-theme for this dragon.</p><p></p><p>Y'know, considering <em>how many </em>gemstones there are, I'm surprised there haven't been more gemstone dragons made. Opal, garnet, bloodstone, tourmaline... the list goes on and on.</p><p></p><p>[ATTACH=full]264091[/ATTACH]</p><p><span style="font-size: 15px">Art by Tony DiTerlizzi</span></p><p></p><p><span style="font-size: 22px"><strong><span style="color: rgb(65, 168, 95)">Dragon, Jacinth (Gem)</span></strong></span></p><p>That’s <u>Not</u> in the Monstrous Compendium!, Dragon Magazine #158</p><p>Created by Aaron McGruder</p><p></p><p>Perhaps the rarest of all dragons, jacinth dragons dwell in caverns beneath the hottest, most desolate deserts. These small but tough dragons are extraordinarily beautiful. Their scales sparkle with oranges, yellows, and reds and shift hue and intensity with each move they make, and some of their scales seem to glow from within. They emerge from their lairs only to bask in the sunlight, not to fly off to hunt or for treasure or companionship. Their breath weapon is a blast of boiling-hot air it creates by psionically exciting the molecules within the air, and many have the ability to travel between dimensions.</p><p></p><p><strong><em>Look Into My Eyes. </em></strong>A jacinth dragon’s psionics manifest in their hypnotic ability. With a glance or a word, they can control and alter a creature’s behaviors, implant suggestions, and recover memories. But even beyond their psionic abilities, they are extremely good at wheedling out knowledge and even deep-held secrets through sheer persuasiveness and charisma.</p><p></p><p><strong><em>Special Diets.</em></strong> Jacinth dragons rarely eat. The younger of them consume what meat and succulent plants they find in their wasteland homes, but only in small amounts, but the older ones forego even that. They gain much of their energy from sunlight, but what they actually feed on is knowledge. Adult jacinth dragons gainffthe ability to recover memories, and a copy of each memory is stored within one of the dragon’s gemstone scales, causing that scale to gently glow. They spend much of their time in meditative trances, studying these memories and consuming their energy. Sages believe that that these scales could be taken from the dragon, either while it is alive or from its corpse, and the memories trapped within could then be studied and compiled. So far, no jacinth dragon scales have ever been taken, though, so this remains speculation.</p><p></p><p><strong><em>Strange Allies.</em></strong> Jacinth dragons are for the most part loners, but have been known to make deals with people who dwell in the desert or Underland: the occasional assistance as a guard or psychic in exchange for new memories on which to feast. These alliances are rare, as few creatures are happy with the dragon rooting through their mind.</p><p></p><p><strong><span style="font-size: 18px">Legends and Lore</span></strong></p><p>With an Arcana or History check, the characters can learn the following:</p><p></p><p><strong>DC 15.</strong> Jacinth dragons are among the rarest of all dragons. They live to discover other creatures’ forgotten memories.</p><p></p><p><strong>DC 20.</strong> A jacinth dragon’s breath weapon is psychically heated air, which is so hot that objects caught in the blast may spontaneously combust.</p><p></p><p><strong><span style="font-size: 18px">Jacinth Dragon Encounters</span></strong></p><p><strong><em>Terrain:</em></strong> cavern, desert</p><p></p><p><strong>CR 5-10</strong> young jacinth dragon; jacinth dragon wyrmling with 1d4+1 dust mephits or fire mephits</p><p><strong><em>Treasure:</em></strong> 2,500 sp, 2 carnelians (50 gp each), 1 jasper (50 gp), tome on psychology (75 gp), <em>potion of superior healing, vicious spear</em></p><p></p><p><strong>CR 11-16</strong> young jacinth dragon with 1 azer or 1-2 gibbering mouthers; adult jacinth dragon</p><p><strong><em>Treasure:</em></strong> 170 pp, 500 gp, 7 bloodstones (50 gp each), fire opal (1,000 gp), <em>dust of sneezing and choking, feather token (tree), ring of X-ray vision</em></p><p></p><p><strong>CR 17-22</strong> adult jacinth dragon with salamander or cyclops; adult jacinth dragon with 1-2 intellect devourers; ancient jacinth dragon</p><p><strong><em>Treasure:</em></strong> 500 pp, 1,200 gp, amber-studded double longsword (750 gp), 3 topazes (500 gp each), bolt of fine silk (750 gp), <em>elemental gem (fire), lantern of revealing, potion of heroism, +2 scale mail</em></p><p></p><p><strong>CR 23-30</strong> ancient jacinth dragon with salamander noble or cyclops myrmidon</p><p><strong><em>Treasure:</em></strong> 1,230 pp, 10,000 gp, statuette of a dragon carved from red spinel (2,500 gp), 2 topazes (500 gp each), ruby (5,000 gp), tome on the Astral plane (250 gp), <em>figurine of wondrous power (elephant), horn of Valhalla,</em></p><p></p><p><strong>CR 31+</strong> ancient jacinth dragon with mummy lord, greater sphinx, guardian naga, or murmuring worm</p><p><strong><em>Treasure:</em></strong> 2,000 pp, 19,000 gp, 8 jacinths (5,000 gp each), bloodstone and jade chess set (7,500 gp), two vials of wyvern poison (2,500 gp each), ruby and platinum ring (7,500 gp), <em>bead of force, +3 hauberk, ioun stones of insight and intellect, oil of sharpness</em></p><p></p><p><strong>Signs</strong></p><p>1. The air is almost unbearably hot.</p><p>2. Heat mirages that resemble things the viewer has been thinking of.</p><p>2. A sandstorm.</p><p>4. When a character sleeps, its dreams are memories of long-ago events.</p><p></p><p><strong><span style="font-size: 18px">Behavior</span></strong></p><p>1. Basking in the sunlight.</p><p>2. Meditating in a memory.</p><p>3. Unearthing a captive’s hidden thoughts.</p><p>4. Demands to have a conversation, which the dragon manipulates in order to get the most information it can.</p><p></p><p><strong><span style="font-size: 18px">Jacinth Dragon Lair Features</span></strong></p><p>The save DC for the following effects is 13 + the dragon’s proficiency modifier. Choose or roll one or more of the following lair features.</p><p></p><p>1. Suppressed memories intrude upon peoples’ minds, making concentration difficult and leaving the individual open to manipulation. Creatures have disadvantage on saving throws to maintain Concentration, and if a creature succeeds on a saving throw to avoid being charmed or frightened while in the lair, it is instead rattled for the duration.</p><p>2. The dragon has burrowed a tunnel underneath its lair and filled it with sand, creating a reliable escape route. The tunnel opens into the surrounding desert.</p><p>3. The air in the lair is unbearably hot. On first entering the lair and every hour afterward, a creature without fire resistance must make a Constitution saving throw or take a level of fatigue.</p><p>3. Stray memories animate the sand, forming <strong>dust mephits</strong>, which attack at random intervals. The claws of these mephits inflict psychic damage, not slashing, and when the mephit attacks, it speaks fragments of the memory of which it is made/s</p><p></p><p><strong><span style="font-size: 18px">Names</span></strong></p><p>Cyreliophin, Heatwave, Hyacinth, Iishen, Ivriosha</p><p></p><p><strong><span style="font-size: 18px">Variant: Jacinth Dragon Spellcaster</span></strong></p><p>Some gem dragons develop the ability to psionically cast spells. An amethyst dragon spellcaster’s spellcasting ability is Charisma. It can innately cast the following spells, requiring no components. Each age category knows its own spells and those of younger age categories.</p><p><strong>Young</strong> <strong>(save DC 17): 3/day each:</strong> <em>clairvoyance, zone of truth</em></p><p><strong>Adult (save DC 20): 3/day each:</strong> <em>commune, modify memory</em></p><p><strong>Ancient (save DC 23): 1/day each:</strong> <em>astral projection, feeblemind</em></p><p></p><p><strong><span style="font-size: 26px"><span style="color: rgb(65, 168, 95)">Ancient Jacinth Dragon</span></span></strong></p><p><strong>Legendary gargantuan dragon</strong></p><p>Challenge 22 (41,000 XP)</p><p><strong>AC</strong> 21 (natural armor)</p><p><strong>HP</strong> 388 (21d20+168; bloodied 194)</p><p><strong>Speed</strong> 40 ft., burrow 40 ft., climb 40 ft., fly 80 ft.</p><p></p><p><strong>STR</strong> 23 (+6) <strong>DEX</strong> 14 (+2) <strong>CON</strong> 26 (+8)</p><p><strong>INT</strong> 18 (+4) <strong>WIS</strong> 16 (+3) <strong>CHA</strong> 28 (+9)</p><p></p><p><strong>Proficiency</strong> +7</p><p><strong>Maneuver DC</strong> 21</p><p><strong>Saving Throws</strong> Dex +9, Con +15, Int +11, Wis +10</p><p><strong>Skills</strong> Deception +15, History +11, Insight +10 (<em>+1d6</em>), Perception +10 (<em>+1d6</em>), Performance +15, Persuasion +15 (<em>+1d6)</em></p><p><strong>Damage Immunities</strong> fire, psychic</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 23</p><p><strong>Languages</strong> Common, Draconic, Terran, telepathy 120 ft.</p><p><strong><em>Legendary Resistance (3/Day).</em></strong> When the dragon fails a saving throw, it can choose to succeed instead. When it does, its scales dull briefly, and it can’t use Blind until the end of its next turn.</p><p><strong><em>Psionic Powers.</em></strong> The dragon’s psionic abilities are considered both magical and psionic.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Multiattack.</em></strong> The dragon attacks once with its bite and twice with its claws. In place of its bite attack, it can use Blast of Hot Air.</p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack:</em> +13 to hit, reach 15 ft., one target. <em>Hit:</em>28 (4d10+6) piercing damage plus 9 (2d8) fire damage.</p><p><strong><em>Claws. </em></strong><em>Melee Weapon Attack:</em> +13 to hit, reach 10 ft., one target. <em>Hit: </em>19 (3d8+6) slashing damage.</p><p><strong><em>Heatwave.</em></strong> The dragon targets a creature within 60 feet, forcing it to make a DC 23 Strength saving throw. The creature takes 22 (4d10) fire damage and is pushed back 10 feet on a failed saving throw, or takes half as much damage and is pushed back 5 feet on a success.</p><p><strong><em>Molecular Agitation (Recharge 5-6).</em></strong> The dragon psionically causes the air in a 10-foot wide, 90-foot long line to become burning hot. Each creature in that area must make a DC 22 Constitution saving throw, taking 85 (19d8) fire damage on a failed save, or half as much on a success. The fire ignites flammable objects that aren’t being worn or carried.</p><p><strong><em>Remember (Gaze, 3/day). </em></strong>The dragon targets a creature within 60 feet who it can see and who can see the dragon, and unearths that creature’s memories on a specific topic. An unwilling creature can make a DC 22 check to resist. For the next hour, the target gains an expertise die on Intelligence checks related to that topic. If the target has a memory that has been removed or altered with the <em>modify memory</em> spell or similar effect, the dragon may also make a Charisma ability check against the original effect’s save DC. On a success, the dragon restores the memory.</p><p></p><p><strong><u>Bonus Actions</u></strong></p><p><strong><em>Blind.</em></strong> The dragon flexes its scales and causes the light to shine blindingly off of them. A creature within 30 feet of the dragon must make a DC 22 Constitution saving throw or be blinded until the end of its next turn. This ability only works in areas that are brightly lit.</p><p></p><p><strong><u>Legendary Actions</u></strong></p><p>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.</p><p></p><p><strong><em>Hypnotic Command (Gaze). </em></strong>The dragon targets a creature within 90 feet it with whom it shares a language and issues a one-word command of the dragon’s choosing, unless the target succeeds on a DC 23 Wisdom saving throw. Undead creatures and creatures immune to being charmed are not affected, and the ability fails if the command is immediately harmful to the target.</p><p><strong><em>Riddling Talk.</em></strong> The dragon offers a confusing riddle or philosophical conundrum to a creature within 90 feet of that can hear it. The creature must make a DC 23 Wisdom saving throw or be charmed by the dragon for 1 minute, or it takes damage or another creature uses an action to shake it out of its daze. While charmed, the target is Incapacitated and its Speed is reduced to 0.</p><p><strong><em>Heatwave (Costs 2 Actions).</em></strong> The dragon uses Heatwave.</p><p><strong><em>Implant Suggestion (Gaze, 1/Day, Costs 3 Actions).</em></strong> Each creature of the dragon’s choice within 90 feet must make a DC 23 Wisdom saving throw or be charmed by the dragon for 8 hours. While charmed, the dragon may convince a creature to engage in a reasonable activity as per the <em>suggestion </em>spell, and the target will carry out the activity to the best of its ability.</p><p></p><p><strong><span style="font-size: 18px"><span style="color: rgb(65, 168, 95)">Variant: Calm The Mind</span></span></strong></p><p>Some legendary jacinth dragons have an additional ability related to their powers of hypnosis.</p><p></p><p><strong><em>Calm The Mind (Gaze, 1/Day). </em></strong>The dragon targets a willing creature within 30 feet and spends 1 hour sorting through that creature’s memories. It must then make an Intelligence check against a DC of the 8 + the creature's Charisma modifier + the creature's Proficiency Bonus. On a success, the dragon removes one mental stress effect from that creature by dulling the memories associated with the stress. The creature also permanently has disadvantage on rolls made to recall facts about the event that led to the stress. Once the dragon uses this ability on a creature, whether it succeeds or not, it can’t use it on the same creature until 10 days have passed.</p><p></p><p>*</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px">Adult Jacinth Dragon</span></span></strong></p><p><strong>Legendary huge dragon</strong></p><p>Challenge 15 (13,000 XP)</p><p><strong>AC</strong> 19 (natural armor)</p><p><strong>HP</strong> 237 (19d12+114; bloodied 118)</p><p><strong>Speed</strong> 40 ft., burrow 40 ft., climb 40 ft., fly 80 ft.</p><p></p><p><strong>STR</strong> 20 (+5) <strong>DEX</strong> 14 (+2) <strong>CON</strong> 22 (+6)</p><p><strong>INT</strong> 16 (+3) <strong>WIS</strong> 15 (+2) <strong>CHA</strong> 24 (+7)</p><p></p><p><strong>Proficiency</strong> +5</p><p><strong>Maneuver DC</strong> 18</p><p><strong>Saving Throws</strong> Dex +7, Con +11, Int +8, Wis +7</p><p><strong>Skills</strong> Deception +12, History +8, Insight +7 (+1d6), Perception +7 (<em>+1d6</em>), Performance +12, Persuasion +12 (<em>+1d6)</em></p><p><strong>Damage Immunities</strong> fire, psychic</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 20</p><p><strong>Languages</strong> Common, Draconic, Terran, telepathy 120 ft.</p><p><strong><em>Legendary Resistance (3/Day).</em></strong> When the dragon fails a saving throw, it can choose to succeed instead. When it does, its scales dull briefly, and it can’t use Blind until the end of its next turn.</p><p><strong><em>Psionic Powers.</em></strong> The dragon’s psionic abilities are considered both magical and psionic.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Multiattack.</em></strong> The dragon attacks once with its bite and twice with its claws. In place of its bite attack, it can use Blast of Hot Air.</p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack:</em> +10 to hit, reach 10 ft., one target. <em>Hit:</em>21 (3d10+5) piercing damage plus 4 (1d8) fire damage.</p><p><strong><em>Claws. </em></strong><em>Melee Weapon Attack:</em> +10 to hit, reach 5 ft., one target. <em>Hit: </em>18 (3d8+5) slashing damage.</p><p><strong><em>Heatwave.</em></strong> The dragon targets a creature within 60 feet, forcing it to make a DC 19 Strength saving throw. The creature takes 22 (4d10) fire damage and is pushed back 10 feet on a failed saving throw, or takes half as much damage and is pushed back 5 feet on a success.</p><p><strong><em>Molecular Agitation (Recharge 5-6).</em></strong> The dragon psionically causes the air in a 5-foot wide, 60-foot long line to become burning hot. Each creature in that area must make a DC 19 Constitution saving throw, taking 63 (14d8) fire damage on a failed save, or half as much on a success. The fire ignites flammable objects that aren’t being worn or carried.</p><p><strong><em>Remember (Gaze, 3/day). </em></strong>The dragon targets a creature within 60 feet who it can see and who can see the dragon, and unearths that creature’s memories on a specific topic. An unwilling creature can make a DC 20 check to resist. For the next hour, the target gains an expertise die on Intelligence checks related to that topic. If the target has a memory that has been removed or altered with the <em>modify memory</em> spell or similar effect, the dragon may also make a Charisma ability check against the original effect’s save DC. On a success, the dragon restores the memory.</p><p></p><p><strong><u>Bonus Actions</u></strong></p><p><strong><em>Blind.</em></strong> The dragon flexes its scales and causes the light to shine blindingly off of them. A creature within 15 feet of the dragon must make a DC 19 Constitution saving throw or be blinded until the end of its next turn. This ability only works in areas that are brightly lit.</p><p></p><p><strong><u>Legendary Actions</u></strong></p><p>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.</p><p></p><p><strong><em>Hypnotic Command (Gaze). </em></strong>The dragon targets a creature within 90 feet it with whom it shares a language and issues a one-word command of the dragon’s choosing, unless the target succeeds on a DC 20 Wisdom saving throw. Undead creatures and creatures immune to being charmed are not affected, and the ability fails if the command is immediately harmful to the target.</p><p><strong><em>Riddling Talk.</em></strong> The dragon offers a confusing riddle or philosophical conundrum to a creature within 90 feet of that can hear it. The creature must make a DC 20 Wisdom saving throw or be charmed by the dragon for 1 minute, or it takes damage or another creature uses an action to shake it out of its daze. While charmed, the target is Incapacitated and its Speed is reduced to 0.</p><p><strong><em>Heatwave (Costs 2 Actions).</em></strong> The dragon uses Heatwave.</p><p><strong><em>Implant Suggestion (Gaze, 1/Day, Costs 3 Actions).</em></strong> Each creature of the dragon’s choice within 90 feet must make a DC 20 Wisdom saving throw or be charmed by the dragon for 8 hours. While charmed, the dragon may convince a creature to engage in a reasonable activity as per the <em>suggestion </em>spell, and the target will carry out the activity to the best of its ability.</p><p></p><p>*</p><p></p><p><strong><span style="font-size: 26px"><span style="color: rgb(65, 168, 95)">Young Jacinth Dragon</span></span></strong></p><p><strong>Large dragon</strong></p><p>Challenge 10 (5,900 XP)</p><p><strong>AC</strong> 18 (natural armor)</p><p><strong>HP</strong> 157 (15d10+75; bloodied 78)</p><p><strong>Speed</strong> 40 ft., burrow 40 ft., climb 40 ft., fly 80 ft.</p><p></p><p><strong>STR</strong> 18 (+4) <strong>DEX</strong> 14 (+2) <strong>CON</strong> 20 (+5)</p><p><strong>INT</strong> 14 (+2) <strong>WIS</strong> 13 (+1) <strong>CHA</strong> 21 (+5)</p><p></p><p><strong>Proficiency</strong> +4</p><p><strong>Maneuver DC</strong> 16</p><p><strong>Saving Throws</strong> Dex +6, Con +9, Int +6, Wis +5</p><p><strong>Skills</strong> Deception +9, History +6, Insight +5 (<em>+1d6</em>), Perception +5 (<em>+1d6</em>), Performance +9, Persuasion +9 (<em>+1d6)</em></p><p><strong>Damage Immunities</strong> fire, psychic</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 20</p><p><strong>Languages</strong> Common, Draconic, Terran, telepathy 120 ft.</p><p><strong><em>Psionic Powers.</em></strong> The dragon’s psionic abilities are considered both magical and psionic.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Multiattack.</em></strong> The dragon attacks once with its bite and twice with its claws. In place of its bite attack, it can use Blast of Hot Air.</p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack:</em> +8 to hit, reach 10 ft., one target. <em>Hit:</em>21 (3d10+5) piercing damage plus 4 (1d8) fire damage.</p><p><strong><em>Claws. </em></strong><em>Melee Weapon Attack:</em> +8 to hit, reach 5 ft., one target. <em>Hit: </em>18 (3d8+5) slashing damage.</p><p><strong><em>Molecular Agitation (Recharge 5-6).</em></strong> The dragon psionically causes the air in a 5-foot wide, 30-foot long line to become burning hot. Each creature in that area must make a DC 17 Constitution saving throw, taking 45 (10d8) fire damage on a failed save, or half as much on a success. The fire ignites flammable objects that aren’t being worn or carried.</p><p><strong><em>Remember (Gaze, 1/day). </em></strong>The dragon targets a creature within 60 feet who it can see and who can see the dragon, and unearths that creature’s memories on a specific topic. An unwilling creature can make a DC 17 check to resist. For the next hour, the target gains an expertise die on Intelligence checks related to that topic.</p><p></p><p><strong><u>Bonus Actions</u></strong></p><p><strong><em>Blind.</em></strong> The dragon flexes its scales and causes the light to shine blindingly off of them. A creature within 10 feet of the dragon must make a DC 17 Constitution saving throw or be blinded until the end of its next turn. This ability only works in areas that are brightly lit.</p><p></p><p>*</p><p></p><p><strong><span style="font-size: 26px"><span style="color: rgb(65, 168, 95)">Jacinth Dragon Wyrmling</span></span></strong></p><p><strong>Medium dragon</strong></p><p>Challenge 4 (1,100 XP)</p><p><strong>AC</strong> 16 (natural armor)</p><p><strong>HP</strong> 52 (7d8+21; bloodied 26)</p><p><strong>Speed</strong> 40 ft., burrow 40 ft., climb 40 ft., fly 80 ft.</p><p></p><p><strong>STR</strong> 14 (+2) <strong>DEX</strong> 14 (+2) <strong>CON</strong> 16 (+3)</p><p><strong>INT</strong> 13 (+1) <strong>WIS</strong> 12 (+1) <strong>CHA</strong> 18 (+4)</p><p></p><p><strong>Proficiency</strong> +2</p><p><strong>Maneuver DC</strong> 14</p><p><strong>Saving Throws</strong> Dex +4, Con +5, Int +3, Wis +3</p><p><strong>Skills</strong> Deception +6, History +3, Insight +3, Perception +3, Performance +6, Persuasion +6</p><p><strong>Damage Immunities</strong> fire, psychic</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 13</p><p><strong>Languages</strong> Common, Draconic, Terran, telepathy 120 ft.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack:</em> +8 to hit, reach 10 ft., one target. <em>Hit:</em>13 (2d10+2) piercing damage.</p><p><strong><em>Molecular Agitation (Recharge 5-6).</em></strong> The dragon psionically causes the air in a 5-foot wide, 15-foot long line to become burning hot. Each creature in that area must make a DC 13 Constitution saving throw, taking 13 (3d8) fire damage on a failed save, or half as much on a success. The fire ignites flammable objects that aren’t being worn or carried.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8801074, member: 6915329"] Here’s the [B]jacinth dragon[/B]. Jacinth is actually a type of zircon and is also called hyacinth (for which the plant was named). Even though jacinth is red, orange, or yellow and hyacinth plants are blue and purple (there may have been confusion between the jacinth/zircon stones and sapphires—or it could have been referring to the purple-red fritillary flower). Myths about jacinth say that it boosts memory, increases the intellect, induces sleep, wards against ghosts, and aids in astral projection, so that’ll help to flesh out the dragon’s powers. Jacinth also supposedly protects against lightning strikes, but that’s not really on-theme for this dragon. Y'know, considering [I]how many [/I]gemstones there are, I'm surprised there haven't been more gemstone dragons made. Opal, garnet, bloodstone, tourmaline... the list goes on and on. [ATTACH type="full"]264091[/ATTACH] [SIZE=4]Art by Tony DiTerlizzi[/SIZE] [SIZE=6][B][COLOR=rgb(65, 168, 95)]Dragon, Jacinth (Gem)[/COLOR][/B][/SIZE] That’s [U]Not[/U] in the Monstrous Compendium!, Dragon Magazine #158 Created by Aaron McGruder Perhaps the rarest of all dragons, jacinth dragons dwell in caverns beneath the hottest, most desolate deserts. These small but tough dragons are extraordinarily beautiful. Their scales sparkle with oranges, yellows, and reds and shift hue and intensity with each move they make, and some of their scales seem to glow from within. They emerge from their lairs only to bask in the sunlight, not to fly off to hunt or for treasure or companionship. Their breath weapon is a blast of boiling-hot air it creates by psionically exciting the molecules within the air, and many have the ability to travel between dimensions. [B][I]Look Into My Eyes. [/I][/B]A jacinth dragon’s psionics manifest in their hypnotic ability. With a glance or a word, they can control and alter a creature’s behaviors, implant suggestions, and recover memories. But even beyond their psionic abilities, they are extremely good at wheedling out knowledge and even deep-held secrets through sheer persuasiveness and charisma. [B][I]Special Diets.[/I][/B] Jacinth dragons rarely eat. The younger of them consume what meat and succulent plants they find in their wasteland homes, but only in small amounts, but the older ones forego even that. They gain much of their energy from sunlight, but what they actually feed on is knowledge. Adult jacinth dragons gainffthe ability to recover memories, and a copy of each memory is stored within one of the dragon’s gemstone scales, causing that scale to gently glow. They spend much of their time in meditative trances, studying these memories and consuming their energy. Sages believe that that these scales could be taken from the dragon, either while it is alive or from its corpse, and the memories trapped within could then be studied and compiled. So far, no jacinth dragon scales have ever been taken, though, so this remains speculation. [B][I]Strange Allies.[/I][/B] Jacinth dragons are for the most part loners, but have been known to make deals with people who dwell in the desert or Underland: the occasional assistance as a guard or psychic in exchange for new memories on which to feast. These alliances are rare, as few creatures are happy with the dragon rooting through their mind. [B][SIZE=5]Legends and Lore[/SIZE][/B] With an Arcana or History check, the characters can learn the following: [B]DC 15.[/B] Jacinth dragons are among the rarest of all dragons. They live to discover other creatures’ forgotten memories. [B]DC 20.[/B] A jacinth dragon’s breath weapon is psychically heated air, which is so hot that objects caught in the blast may spontaneously combust. [B][SIZE=5]Jacinth Dragon Encounters[/SIZE] [I]Terrain:[/I][/B] cavern, desert [B]CR 5-10[/B] young jacinth dragon; jacinth dragon wyrmling with 1d4+1 dust mephits or fire mephits [B][I]Treasure:[/I][/B] 2,500 sp, 2 carnelians (50 gp each), 1 jasper (50 gp), tome on psychology (75 gp), [I]potion of superior healing, vicious spear[/I] [B]CR 11-16[/B] young jacinth dragon with 1 azer or 1-2 gibbering mouthers; adult jacinth dragon [B][I]Treasure:[/I][/B] 170 pp, 500 gp, 7 bloodstones (50 gp each), fire opal (1,000 gp), [I]dust of sneezing and choking, feather token (tree), ring of X-ray vision[/I] [B]CR 17-22[/B] adult jacinth dragon with salamander or cyclops; adult jacinth dragon with 1-2 intellect devourers; ancient jacinth dragon [B][I]Treasure:[/I][/B] 500 pp, 1,200 gp, amber-studded double longsword (750 gp), 3 topazes (500 gp each), bolt of fine silk (750 gp), [I]elemental gem (fire), lantern of revealing, potion of heroism, +2 scale mail[/I] [B]CR 23-30[/B] ancient jacinth dragon with salamander noble or cyclops myrmidon [B][I]Treasure:[/I][/B] 1,230 pp, 10,000 gp, statuette of a dragon carved from red spinel (2,500 gp), 2 topazes (500 gp each), ruby (5,000 gp), tome on the Astral plane (250 gp), [I]figurine of wondrous power (elephant), horn of Valhalla,[/I] [B]CR 31+[/B] ancient jacinth dragon with mummy lord, greater sphinx, guardian naga, or murmuring worm [B][I]Treasure:[/I][/B] 2,000 pp, 19,000 gp, 8 jacinths (5,000 gp each), bloodstone and jade chess set (7,500 gp), two vials of wyvern poison (2,500 gp each), ruby and platinum ring (7,500 gp), [I]bead of force, +3 hauberk, ioun stones of insight and intellect, oil of sharpness[/I] [B]Signs[/B] 1. The air is almost unbearably hot. 2. Heat mirages that resemble things the viewer has been thinking of. 2. A sandstorm. 4. When a character sleeps, its dreams are memories of long-ago events. [B][SIZE=5]Behavior[/SIZE][/B] 1. Basking in the sunlight. 2. Meditating in a memory. 3. Unearthing a captive’s hidden thoughts. 4. Demands to have a conversation, which the dragon manipulates in order to get the most information it can. [B][SIZE=5]Jacinth Dragon Lair Features[/SIZE][/B] The save DC for the following effects is 13 + the dragon’s proficiency modifier. Choose or roll one or more of the following lair features. 1. Suppressed memories intrude upon peoples’ minds, making concentration difficult and leaving the individual open to manipulation. Creatures have disadvantage on saving throws to maintain Concentration, and if a creature succeeds on a saving throw to avoid being charmed or frightened while in the lair, it is instead rattled for the duration. 2. The dragon has burrowed a tunnel underneath its lair and filled it with sand, creating a reliable escape route. The tunnel opens into the surrounding desert. 3. The air in the lair is unbearably hot. On first entering the lair and every hour afterward, a creature without fire resistance must make a Constitution saving throw or take a level of fatigue. 3. Stray memories animate the sand, forming [B]dust mephits[/B], which attack at random intervals. The claws of these mephits inflict psychic damage, not slashing, and when the mephit attacks, it speaks fragments of the memory of which it is made/s [B][SIZE=5]Names[/SIZE][/B] Cyreliophin, Heatwave, Hyacinth, Iishen, Ivriosha [B][SIZE=5]Variant: Jacinth Dragon Spellcaster[/SIZE][/B] Some gem dragons develop the ability to psionically cast spells. An amethyst dragon spellcaster’s spellcasting ability is Charisma. It can innately cast the following spells, requiring no components. Each age category knows its own spells and those of younger age categories. [B]Young[/B] [B](save DC 17): 3/day each:[/B] [I]clairvoyance, zone of truth[/I] [B]Adult (save DC 20): 3/day each:[/B] [I]commune, modify memory[/I] [B]Ancient (save DC 23): 1/day each:[/B] [I]astral projection, feeblemind[/I] [B][SIZE=7][COLOR=rgb(65, 168, 95)]Ancient Jacinth Dragon[/COLOR][/SIZE] Legendary gargantuan dragon[/B] Challenge 22 (41,000 XP) [B]AC[/B] 21 (natural armor) [B]HP[/B] 388 (21d20+168; bloodied 194) [B]Speed[/B] 40 ft., burrow 40 ft., climb 40 ft., fly 80 ft. [B]STR[/B] 23 (+6) [B]DEX[/B] 14 (+2) [B]CON[/B] 26 (+8) [B]INT[/B] 18 (+4) [B]WIS[/B] 16 (+3) [B]CHA[/B] 28 (+9) [B]Proficiency[/B] +7 [B]Maneuver DC[/B] 21 [B]Saving Throws[/B] Dex +9, Con +15, Int +11, Wis +10 [B]Skills[/B] Deception +15, History +11, Insight +10 ([I]+1d6[/I]), Perception +10 ([I]+1d6[/I]), Performance +15, Persuasion +15 ([I]+1d6)[/I] [B]Damage Immunities[/B] fire, psychic [B]Senses[/B] darkvision 60 ft., passive Perception 23 [B]Languages[/B] Common, Draconic, Terran, telepathy 120 ft. [B][I]Legendary Resistance (3/Day).[/I][/B] When the dragon fails a saving throw, it can choose to succeed instead. When it does, its scales dull briefly, and it can’t use Blind until the end of its next turn. [B][I]Psionic Powers.[/I][/B] The dragon’s psionic abilities are considered both magical and psionic. [B][U]Actions[/U] [I]Multiattack.[/I][/B] The dragon attacks once with its bite and twice with its claws. In place of its bite attack, it can use Blast of Hot Air. [B][I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +13 to hit, reach 15 ft., one target. [I]Hit:[/I]28 (4d10+6) piercing damage plus 9 (2d8) fire damage. [B][I]Claws. [/I][/B][I]Melee Weapon Attack:[/I] +13 to hit, reach 10 ft., one target. [I]Hit: [/I]19 (3d8+6) slashing damage. [B][I]Heatwave.[/I][/B] The dragon targets a creature within 60 feet, forcing it to make a DC 23 Strength saving throw. The creature takes 22 (4d10) fire damage and is pushed back 10 feet on a failed saving throw, or takes half as much damage and is pushed back 5 feet on a success. [B][I]Molecular Agitation (Recharge 5-6).[/I][/B] The dragon psionically causes the air in a 10-foot wide, 90-foot long line to become burning hot. Each creature in that area must make a DC 22 Constitution saving throw, taking 85 (19d8) fire damage on a failed save, or half as much on a success. The fire ignites flammable objects that aren’t being worn or carried. [B][I]Remember (Gaze, 3/day). [/I][/B]The dragon targets a creature within 60 feet who it can see and who can see the dragon, and unearths that creature’s memories on a specific topic. An unwilling creature can make a DC 22 check to resist. For the next hour, the target gains an expertise die on Intelligence checks related to that topic. If the target has a memory that has been removed or altered with the [I]modify memory[/I] spell or similar effect, the dragon may also make a Charisma ability check against the original effect’s save DC. On a success, the dragon restores the memory. [B][U]Bonus Actions[/U] [I]Blind.[/I][/B] The dragon flexes its scales and causes the light to shine blindingly off of them. A creature within 30 feet of the dragon must make a DC 22 Constitution saving throw or be blinded until the end of its next turn. This ability only works in areas that are brightly lit. [B][U]Legendary Actions[/U][/B] The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn. [B][I]Hypnotic Command (Gaze). [/I][/B]The dragon targets a creature within 90 feet it with whom it shares a language and issues a one-word command of the dragon’s choosing, unless the target succeeds on a DC 23 Wisdom saving throw. Undead creatures and creatures immune to being charmed are not affected, and the ability fails if the command is immediately harmful to the target. [B][I]Riddling Talk.[/I][/B] The dragon offers a confusing riddle or philosophical conundrum to a creature within 90 feet of that can hear it. The creature must make a DC 23 Wisdom saving throw or be charmed by the dragon for 1 minute, or it takes damage or another creature uses an action to shake it out of its daze. While charmed, the target is Incapacitated and its Speed is reduced to 0. [B][I]Heatwave (Costs 2 Actions).[/I][/B] The dragon uses Heatwave. [B][I]Implant Suggestion (Gaze, 1/Day, Costs 3 Actions).[/I][/B] Each creature of the dragon’s choice within 90 feet must make a DC 23 Wisdom saving throw or be charmed by the dragon for 8 hours. While charmed, the dragon may convince a creature to engage in a reasonable activity as per the [I]suggestion [/I]spell, and the target will carry out the activity to the best of its ability. [B][SIZE=5][COLOR=rgb(65, 168, 95)]Variant: Calm The Mind[/COLOR][/SIZE][/B] Some legendary jacinth dragons have an additional ability related to their powers of hypnosis. [B][I]Calm The Mind (Gaze, 1/Day). [/I][/B]The dragon targets a willing creature within 30 feet and spends 1 hour sorting through that creature’s memories. It must then make an Intelligence check against a DC of the 8 + the creature's Charisma modifier + the creature's Proficiency Bonus. On a success, the dragon removes one mental stress effect from that creature by dulling the memories associated with the stress. The creature also permanently has disadvantage on rolls made to recall facts about the event that led to the stress. Once the dragon uses this ability on a creature, whether it succeeds or not, it can’t use it on the same creature until 10 days have passed. * [B][COLOR=rgb(65, 168, 95)][SIZE=7]Adult Jacinth Dragon[/SIZE][/COLOR] Legendary huge dragon[/B] Challenge 15 (13,000 XP) [B]AC[/B] 19 (natural armor) [B]HP[/B] 237 (19d12+114; bloodied 118) [B]Speed[/B] 40 ft., burrow 40 ft., climb 40 ft., fly 80 ft. [B]STR[/B] 20 (+5) [B]DEX[/B] 14 (+2) [B]CON[/B] 22 (+6) [B]INT[/B] 16 (+3) [B]WIS[/B] 15 (+2) [B]CHA[/B] 24 (+7) [B]Proficiency[/B] +5 [B]Maneuver DC[/B] 18 [B]Saving Throws[/B] Dex +7, Con +11, Int +8, Wis +7 [B]Skills[/B] Deception +12, History +8, Insight +7 (+1d6), Perception +7 ([I]+1d6[/I]), Performance +12, Persuasion +12 ([I]+1d6)[/I] [B]Damage Immunities[/B] fire, psychic [B]Senses[/B] darkvision 60 ft., passive Perception 20 [B]Languages[/B] Common, Draconic, Terran, telepathy 120 ft. [B][I]Legendary Resistance (3/Day).[/I][/B] When the dragon fails a saving throw, it can choose to succeed instead. When it does, its scales dull briefly, and it can’t use Blind until the end of its next turn. [B][I]Psionic Powers.[/I][/B] The dragon’s psionic abilities are considered both magical and psionic. [B][U]Actions[/U] [I]Multiattack.[/I][/B] The dragon attacks once with its bite and twice with its claws. In place of its bite attack, it can use Blast of Hot Air. [B][I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +10 to hit, reach 10 ft., one target. [I]Hit:[/I]21 (3d10+5) piercing damage plus 4 (1d8) fire damage. [B][I]Claws. [/I][/B][I]Melee Weapon Attack:[/I] +10 to hit, reach 5 ft., one target. [I]Hit: [/I]18 (3d8+5) slashing damage. [B][I]Heatwave.[/I][/B] The dragon targets a creature within 60 feet, forcing it to make a DC 19 Strength saving throw. The creature takes 22 (4d10) fire damage and is pushed back 10 feet on a failed saving throw, or takes half as much damage and is pushed back 5 feet on a success. [B][I]Molecular Agitation (Recharge 5-6).[/I][/B] The dragon psionically causes the air in a 5-foot wide, 60-foot long line to become burning hot. Each creature in that area must make a DC 19 Constitution saving throw, taking 63 (14d8) fire damage on a failed save, or half as much on a success. The fire ignites flammable objects that aren’t being worn or carried. [B][I]Remember (Gaze, 3/day). [/I][/B]The dragon targets a creature within 60 feet who it can see and who can see the dragon, and unearths that creature’s memories on a specific topic. An unwilling creature can make a DC 20 check to resist. For the next hour, the target gains an expertise die on Intelligence checks related to that topic. If the target has a memory that has been removed or altered with the [I]modify memory[/I] spell or similar effect, the dragon may also make a Charisma ability check against the original effect’s save DC. On a success, the dragon restores the memory. [B][U]Bonus Actions[/U] [I]Blind.[/I][/B] The dragon flexes its scales and causes the light to shine blindingly off of them. A creature within 15 feet of the dragon must make a DC 19 Constitution saving throw or be blinded until the end of its next turn. This ability only works in areas that are brightly lit. [B][U]Legendary Actions[/U][/B] The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn. [B][I]Hypnotic Command (Gaze). [/I][/B]The dragon targets a creature within 90 feet it with whom it shares a language and issues a one-word command of the dragon’s choosing, unless the target succeeds on a DC 20 Wisdom saving throw. Undead creatures and creatures immune to being charmed are not affected, and the ability fails if the command is immediately harmful to the target. [B][I]Riddling Talk.[/I][/B] The dragon offers a confusing riddle or philosophical conundrum to a creature within 90 feet of that can hear it. The creature must make a DC 20 Wisdom saving throw or be charmed by the dragon for 1 minute, or it takes damage or another creature uses an action to shake it out of its daze. While charmed, the target is Incapacitated and its Speed is reduced to 0. [B][I]Heatwave (Costs 2 Actions).[/I][/B] The dragon uses Heatwave. [B][I]Implant Suggestion (Gaze, 1/Day, Costs 3 Actions).[/I][/B] Each creature of the dragon’s choice within 90 feet must make a DC 20 Wisdom saving throw or be charmed by the dragon for 8 hours. While charmed, the dragon may convince a creature to engage in a reasonable activity as per the [I]suggestion [/I]spell, and the target will carry out the activity to the best of its ability. * [B][SIZE=7][COLOR=rgb(65, 168, 95)]Young Jacinth Dragon[/COLOR][/SIZE] Large dragon[/B] Challenge 10 (5,900 XP) [B]AC[/B] 18 (natural armor) [B]HP[/B] 157 (15d10+75; bloodied 78) [B]Speed[/B] 40 ft., burrow 40 ft., climb 40 ft., fly 80 ft. [B]STR[/B] 18 (+4) [B]DEX[/B] 14 (+2) [B]CON[/B] 20 (+5) [B]INT[/B] 14 (+2) [B]WIS[/B] 13 (+1) [B]CHA[/B] 21 (+5) [B]Proficiency[/B] +4 [B]Maneuver DC[/B] 16 [B]Saving Throws[/B] Dex +6, Con +9, Int +6, Wis +5 [B]Skills[/B] Deception +9, History +6, Insight +5 ([I]+1d6[/I]), Perception +5 ([I]+1d6[/I]), Performance +9, Persuasion +9 ([I]+1d6)[/I] [B]Damage Immunities[/B] fire, psychic [B]Senses[/B] darkvision 60 ft., passive Perception 20 [B]Languages[/B] Common, Draconic, Terran, telepathy 120 ft. [B][I]Psionic Powers.[/I][/B] The dragon’s psionic abilities are considered both magical and psionic. [B][U]Actions[/U] [I]Multiattack.[/I][/B] The dragon attacks once with its bite and twice with its claws. In place of its bite attack, it can use Blast of Hot Air. [B][I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +8 to hit, reach 10 ft., one target. [I]Hit:[/I]21 (3d10+5) piercing damage plus 4 (1d8) fire damage. [B][I]Claws. [/I][/B][I]Melee Weapon Attack:[/I] +8 to hit, reach 5 ft., one target. [I]Hit: [/I]18 (3d8+5) slashing damage. [B][I]Molecular Agitation (Recharge 5-6).[/I][/B] The dragon psionically causes the air in a 5-foot wide, 30-foot long line to become burning hot. Each creature in that area must make a DC 17 Constitution saving throw, taking 45 (10d8) fire damage on a failed save, or half as much on a success. The fire ignites flammable objects that aren’t being worn or carried. [B][I]Remember (Gaze, 1/day). [/I][/B]The dragon targets a creature within 60 feet who it can see and who can see the dragon, and unearths that creature’s memories on a specific topic. An unwilling creature can make a DC 17 check to resist. For the next hour, the target gains an expertise die on Intelligence checks related to that topic. [B][U]Bonus Actions[/U] [I]Blind.[/I][/B] The dragon flexes its scales and causes the light to shine blindingly off of them. A creature within 10 feet of the dragon must make a DC 17 Constitution saving throw or be blinded until the end of its next turn. This ability only works in areas that are brightly lit. * [B][SIZE=7][COLOR=rgb(65, 168, 95)]Jacinth Dragon Wyrmling[/COLOR][/SIZE] Medium dragon[/B] Challenge 4 (1,100 XP) [B]AC[/B] 16 (natural armor) [B]HP[/B] 52 (7d8+21; bloodied 26) [B]Speed[/B] 40 ft., burrow 40 ft., climb 40 ft., fly 80 ft. [B]STR[/B] 14 (+2) [B]DEX[/B] 14 (+2) [B]CON[/B] 16 (+3) [B]INT[/B] 13 (+1) [B]WIS[/B] 12 (+1) [B]CHA[/B] 18 (+4) [B]Proficiency[/B] +2 [B]Maneuver DC[/B] 14 [B]Saving Throws[/B] Dex +4, Con +5, Int +3, Wis +3 [B]Skills[/B] Deception +6, History +3, Insight +3, Perception +3, Performance +6, Persuasion +6 [B]Damage Immunities[/B] fire, psychic [B]Senses[/B] darkvision 60 ft., passive Perception 13 [B]Languages[/B] Common, Draconic, Terran, telepathy 120 ft. [B][U]Actions[/U] [I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +8 to hit, reach 10 ft., one target. [I]Hit:[/I]13 (2d10+2) piercing damage. [B][I]Molecular Agitation (Recharge 5-6).[/I][/B] The dragon psionically causes the air in a 5-foot wide, 15-foot long line to become burning hot. Each creature in that area must make a DC 13 Constitution saving throw, taking 13 (3d8) fire damage on a failed save, or half as much on a success. The fire ignites flammable objects that aren’t being worn or carried. [/QUOTE]
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