Amethyst Greatwyrm

CreatureFTDp. 2012014

Gargantuan dragon, neutral

Armor Class
21 (natural armor)
Hit Points
507 (26d20 + 234)
Speed
fly 120 ft. (hover), swim 60 ft., 60 ft., burrow 60 ft., canHover true ft.
Challenge
26 (90,000 XP)
STR
28
+9
DEX
14
+2
CON
29
+9
INT
30
+10
WIS
24
+7
CHA
25
+7
Saving Throws
Cha +15, Con +17, Dex +10, Wis +15
Skills
Arcana +26, History +18, Perception +15
Damage Immunities
force
Condition Immunities
charmed; frightened; poisoned; prone
Senses
truesight 120 ft., passive Perception 25
Languages
Common, Draconic

Traits

Gem Awakening (Recharges after a Short or Long Rest).

If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use its Mass Telekinesis action during the next hour. Award a party an additional 90,000 XP (180,000 XP total) for defeating the greatwyrm after its Gem Awakening activates.

Legendary Resistance (4/Day).

If the greatwyrm fails a saving throw, it can choose to succeed instead.

Unusual Nature.

The greatwyrm doesn't require food or drink.

Actions

Multiattack.

The greatwyrm makes one Bite attack and two Claw attacks.

Bite.

Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 16 (3d10) force damage.

Claw.

Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 19) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled in this way at a time.

Breath Weapon 5.

The greatwyrm exhales crushing force in a 300-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 71 (11d12) force damage and is knocked prone. On a successful save, it takes half as much damage and isn't knocked prone. On a success or failure, the creature's speed becomes 0 until the end of its next turn.

Mass Telekinesis (Gem Awakening Only; Recharges after a Short or Long Rest).

The greatwyrm targets any number of creatures and objects it can see within 120 feet of it. No one target can weigh more than 4,000 pounds, and objects can't be targeted if they're being worn or carried. Each targeted creature must succeed on a DC 26 Strength saving throw or be restrained in the greatwyrm's telekinetic grip. At the end of a creature's turn, it can repeat the saving throw, ending the effect on itself on a success.

At the end of the greatwyrm's turn, it can move each creature or object it has in its telekinetic grip up to 60 feet in any direction, but not beyond 120 feet of itself. In addition, it can choose any number of creatures restrained in this way and deal 45 (7d12) force damage to each of them.

Bonus Actions

Change Shape.

The greatwyrm magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the greatwyrm is reduced to 0 hit points or uses a bonus action to end it.

Psychic Step.

The greatwyrm magically teleports to an unoccupied space it can see within 60 feet of it.

Legendary Actions

Claw.

The greatwyrm makes one Claw attack.

Psionics (Costs 2 Actions).

The greatwyrm uses Psychic Step or Spellcasting.

Psychic Beam (Costs 3 Actions).

The greatwyrm emits a beam of psychic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 26 Intelligence saving throw, taking 27 (5d10) psychic damage on a failed save, or half as much damage on a successful one.

Spellcasting

Spellcasting (Psionics).

The greatwyrm casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 26, +18 to hit with spell attack):

Raw data
{
  "ac": [
    {
      "ac": 21,
      "from": [
        "natural armor"
      ]
    }
  ],
  "cr": "26",
  "hp": {
    "average": 507,
    "formula": "26d20 + 234"
  },
  "cha": 25,
  "con": 29,
  "dex": 14,
  "int": 30,
  "str": 28,
  "wis": 24,
  "name": "Amethyst Greatwyrm",
  "page": 201,
  "save": {
    "cha": "+15",
    "con": "+17",
    "dex": "+10",
    "wis": "+15"
  },
  "size": [
    "G"
  ],
  "type": {
    "tags": [
      "gem"
    ],
    "type": "dragon"
  },
  "bonus": [
    {
      "name": "Change Shape",
      "entries": [
        "The greatwyrm magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the greatwyrm is reduced to 0 hit points or uses a bonus action to end it."
      ]
    },
    {
      "name": "Psychic Step",
      "entries": [
        "The greatwyrm magically teleports to an unoccupied space it can see within 60 feet of it."
      ]
    }
  ],
  "group": [
    "Gem Dragon"
  ],
  "skill": {
    "arcana": "+26",
    "history": "+18",
    "perception": "+15"
  },
  "speed": {
    "fly": {
      "number": 120,
      "condition": "(hover)"
    },
    "swim": 60,
    "walk": 60,
    "burrow": 60,
    "canHover": true
  },
  "trait": [
    {
      "name": "Gem Awakening (Recharges after a Short or Long Rest)",
      "entries": [
        "If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use its Mass Telekinesis action during the next hour. Award a party an additional 90,000 XP (180,000 XP total) for defeating the greatwyrm after its Gem Awakening activates."
      ]
    },
    {
      "name": "Legendary Resistance (4/Day)",
      "entries": [
        "If the greatwyrm fails a saving throw, it can choose to succeed instead."
      ]
    },
    {
      "name": "Unusual Nature",
      "entries": [
        "The greatwyrm doesn't require food or drink."
      ]
    }
  ],
  "__prop": "monster",
  "action": [
    {
      "name": "Multiattack",
      "entries": [
        "The greatwyrm makes one Bite attack and two Claw attacks."
      ]
    },
    {
      "name": "Bite",
      "entries": [
        "{@atk mw} {@hit 17} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d10 + 9}) piercing damage plus 16 ({@damage 3d10}) force damage."
      ]
    },
    {
      "name": "Claw",
      "entries": [
        "{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d8 + 9}) slashing damage. If the target is a Huge or smaller creature, it is {@condition grappled} (escape {@dc 19}) and is {@condition restrained} until this grapple ends. The greatwyrm can have only one creature {@condition grappled} in this way at a time."
      ]
    },
    {
      "name": "Breath Weapon {@recharge 5}",
      "entries": [
        "The greatwyrm exhales crushing force in a 300-foot cone. Each creature in that area must make a {@dc 25} Dexterity saving throw. On a failed save, the creature takes 71 ({@damage 11d12}) force damage and is knocked {@condition prone}. On a successful save, it takes half as much damage and isn't knocked {@condition prone}. On a success or failure, the creature's speed becomes 0 until the end of its next turn."
      ]
    },
    {
      "name": "Mass Telekinesis (Gem Awakening Only; Recharges after a Short or Long Rest)",
      "entries": [
        "The greatwyrm targets any number of creatures and objects it can see within 120 feet of it. No one target can weigh more than 4,000 pounds, and objects can't be targeted if they're being worn or carried. Each targeted creature must succeed on a {@dc 26} Strength saving throw or be {@condition restrained} in the greatwyrm's telekinetic grip. At the end of a creature's turn, it can repeat the saving throw, ending the effect on itself on a success.",
        "At the end of the greatwyrm's turn, it can move each creature or object it has in its telekinetic grip up to 60 feet in any direction, but not beyond 120 feet of itself. In addition, it can choose any number of creatures {@condition restrained} in this way and deal 45 ({@damage 7d12}) force damage to each of them."
      ]
    }
  ],
  "immune": [
    "force"
  ],
  "senses": [
    "truesight 120 ft."
  ],
  "source": "FTD",
  "passive": 25,
  "variant": [
    {
      "name": "Customizing Dragons",
      "page": 33,
      "type": "inset",
      "source": "FTD",
      "entries": [
        "You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.",
        {
          "name": "Languages",
          "type": "entries",
          "entries": [
            "Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block."
          ]
        },
        {
          "name": "Skills",
          "type": "entries",
          "entries": [
            "Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form."
          ]
        },
        {
          "name": "Other Traits and Actions",
          "type": "entries",
          "entries": [
            "You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:",
            {
              "type": "list",
              "items": [
                {
                  "name": "Change Shape",
                  "type": "item",
                  "entries": [
                    "You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:",
                    "The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).",
                    "In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."
                  ]
                },
                {
                  "name": "Flyby",
                  "type": "item",
                  "entries": [
                    "The dragon is an agile flier, quick to fly out of enemies' reach.",
                    "The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach."
                  ]
                },
                {
                  "name": "Mimicry",
                  "type": "item",
                  "entries": [
                    "Impersonating characters or their allies could be a fun trick for a crafty dragon.",
                    "The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 15} Wisdom ({@skill Insight}) check."
                  ]
                },
                {
                  "name": "Rejuvenation",
                  "type": "item",
                  "entries": [
                    "You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.",
                    "If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object."
                  ]
                },
                {
                  "name": "Special Senses",
                  "type": "item",
                  "entries": [
                    "Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}."
                  ]
                },
                {
                  "name": "Tunneler",
                  "type": "item",
                  "entries": [
                    "The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake."
                  ]
                }
              ],
              "style": "list-hang-notitle"
            }
          ]
        }
      ]
    }
  ],
  "hasFluff": true,
  "hasToken": true,
  "miscTags": [
    "AOE",
    "MW",
    "RCH"
  ],
  "alignment": [
    "N"
  ],
  "dragonAge": "greatwyrm",
  "languages": [
    "Common",
    "Draconic"
  ],
  "legendary": [
    {
      "name": "Claw",
      "entries": [
        "The greatwyrm makes one Claw attack."
      ]
    },
    {
      "name": "Psionics (Costs 2 Actions)",
      "entries": [
        "The greatwyrm uses Psychic Step or Spellcasting."
      ]
    },
    {
      "name": "Psychic Beam (Costs 3 Actions)",
      "entries": [
        "The greatwyrm emits a beam of psychic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a {@dc 26} Intelligence saving throw, taking 27 ({@damage 5d10}) psychic damage on a failed save, or half as much damage on a successful one."
      ]
    }
  ],
  "senseTags": [
    "U"
  ],
  "traitTags": [
    "Legendary Resistances",
    "Unusual Nature"
  ],
  "actionTags": [
    "Breath Weapon",
    "Multiattack",
    "Shapechanger"
  ],
  "damageTags": [
    "O",
    "P",
    "S",
    "Y"
  ],
  "tokenCustom": true,
  "languageTags": [
    "C",
    "DR"
  ],
  "spellcasting": [
    {
      "name": "Spellcasting (Psionics)",
      "type": "spellcasting",
      "daily": {
        "1e": [
          "{@spell dispel magic}",
          "{@spell forcecage}",
          "{@spell plane shift}",
          "{@spell reverse gravity}",
          "{@spell time stop}"
        ]
      },
      "ability": "int",
      "displayAs": "action",
      "headerEntries": [
        "The greatwyrm casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 26}, {@hit 18} to hit with spell attack):"
      ]
    }
  ],
  "alignmentPrefix": "typically ",
  "conditionImmune": [
    "charmed",
    "frightened",
    "poisoned",
    "prone"
  ],
  "conditionInflict": [
    "grappled",
    "prone",
    "restrained"
  ],
  "spellcastingTags": [
    "P"
  ],
  "savingThrowForced": [
    "dexterity",
    "intelligence",
    "strength"
  ],
  "savingThrowForcedSpell": [
    "charisma",
    "dexterity"
  ]
}