AC 18 (natural armor)
HP 220 (21d12 + 84; bloodied 110)
Speed 40 ft., burrow 30 ft., fly 60 ft.
Proficiency +6; Maneuver DC 19
Saving Throws Con +10, Int +12, Wis +8, Cha +11
Skills Deception +11 (+1d6), Insight +8, Perception +8, Persuasion +11 (+1d6)
Damage Resistances force, psychic
Senses darkvision 120 ft., passive Perception 18
Languages Common, Deep Speech, Draconic, Undercommon, telepathy 120 ft.
Legendary Resistance (3/Day). When the dragon fails a , it can choose to succeed instead. When it does, its scales dull briefly, and it can’t use telepathy or psionic abilities until the end of its next turn.
Psionic Powers. The dragon’s psionic abilities are considered both magical and psionic.
Far Thoughts. The dragon is aware of any creature that uses a psionic ability or communicates telepathically within 100 miles of it. As an action, the dragon can psionically observe a creature, object, or location it is familiar with within 100 miles. While observing a subject in this way, the dragon can see, hear, and communicate telepathically, but it is blind and deaf in regard to its physical senses and does not require food or water. The dragon can psionically observe a subject indefinitely and can end this effect and return to its own senses as an action.
Innate Spellcasting. The dragon’s spellcasting ability is Charisma (save DC 19). It can innately cast the following spells, requiring no material components.
3/day each: , , ,
Multiattack. The dragon attacks once with its bite and twice with its claws. In place of its bite, it can use Psionic Wave.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage plus 4 (1d8) force damage.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage.
Psionic Wave. The dragon psionically emits a wave of crushing mental pressure. Each creature within 20 feet makes a DC 19 Wisdom , taking 16 (3d10) psychic damage on a failed save or half damage on a success. Creatures charmed by the dragon make this with .
Concussive Breath (Recharge 5–6). The dragon psionically unleashes telekinetic energy in a 60-foot cone. Each creature in that area makes a DC 18 Constitution , taking 60 (11d10) force damage on a failed save or half damage on a success.
Assume Control (While ). When a creature by the dragon begins its turn, the dragon telepathically commands the creature until the end of the creature’s turn. If the dragon commands the creature to take an action that would harm itself or an ally, the creature makes a DC 19 Wisdom . On a success, the creature’s turn immediately ends.
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.
Charm. The dragon targets a creature within 60 feet, forcing it to make a DC 16 Wisdom . On a failure, the creature is by the dragon for 24 hours, regarding it as a trusted friend to be heeded and protected. Although it isn’t under the dragon’s control, it takes the dragon’s requests or actions in the most favorable way it can. At the end of each of the target’s turns and at the end of any turn during which the dragon or its companions harmed the target, it repeats the , ending the effect on a success.
Stupefy. The dragon targets a creature within 60 feet. If the target is concentrating on a spell, it must make a DC 19 Constitution or lose concentration.
Psionic Wave (Costs 2 Actions). The dragon uses Psionic Wave.
Captivating Harmonics (1/Day). Each creature of the dragon’s choice within 90 feet makes a DC 16 Wisdom . On a failure, it becomes psionically by the dragon for 1 minute. A creature repeats the at the end of each of its turns, ending the effect on itself on a success.
While individual dragons have their own personalities and tactics, most rely heavily on their breath weapons. They use them whenever they can, preferably from maximum distance and while flying above their enemies.
When fighting in the open, dragons often circle above their enemies as they wait for their breath weapons to recharge. They only close to melee if their enemies deal significant damage with ranged attacks, or if they can savage an enemy cut off from its allies. Once, dragons become more aggressive, attacking with bite and claws when their breath weapons aren’t available.
If a dragon is protecting its lair, it utilizes lair features, traps, allies, and architecture such as escape tunnels to keep up a hit-and-run fight, reappearing only when it has a fully-recharged breath weapon. If the dragon is forced into melee combat, it uses its bite and claws against a single foe. If it has legendary actions like Roar and Wing Attack, it uses them to disperse its other enemies.
If reduced to less than one-fourth its hit points while fighting in the open, a dragon flies away. However, it fights to the death to defend its lair, unless it can regain the upper hand through tricks or bargains.
Amethyst Dragon Lair Features
The save DC for the following effects is 13 + the dragon’s proficiency bonus. Choose or roll one or more of the following lair features:
1 The lair hosts many or willing servants. Once per day when the dragon would use Charm, it can summon 3 instead. Creatures summoned in this way fight until killed or until the dragon dismisses them as a bonus action.
2 Psionic illusions mask several passages through the lair. Spotting these illusions requires a successful Perception check against the lair’s DC. Physically interacting with an illusion also reveals its nature.
3 The lair resonates with the dragon’s psionic powers. The range of the dragon’s psionic abilities is doubled.
4 The dragon’s words seem to ring true amidst the opulence and grandeur of its lair. Insight checks made to determine the dragon’s true intentions have .
Ath Sathna, Berthelos, Emerensa, Pancharatnam, Parana Vol, Skiveneth
Legends and Lore
With an Arcana or History check, characters can learn the following:
DC 15 Like all gem dragons, psionic dragons boast powerful psionic abilities. They can communicate telepathically and exhale powerful blasts of telekinetic force.
DC 20 Ancient amethyst dragons can control the weak-willed using the power of their minds alone.
Though still reclusive by draconic standards, amethyst dragons are the most diplomatic of the gem dragons. They favor nonviolent negotiations, but even deals they make in good faith seem to end in their favor. They make their lairs welcoming to humanoid guests and are always eager to resolve a conflict with words before resorting to talons or the earth-shattering force of their breath weapons.
Master Manipulators. To meet an amethyst dragon is to become its puppet. The moment it becomes aware of a creature, the dragon is already plotting to thwart the creature’s plans or claim it as a pawn. An amethyst dragon’s only saving grace is its lack of malice. Rarely does an amethyst dragon kill its foes outright, considering such violence a needless waste of resources. Instead, it seeks to turn each situation to its advantage—and occasionally to the advantage of its allies as well.
1 Dormant, telepathically viewing faraway events; angry if interrupted
2 Telepathically viewing the characters; wakes when they approach, offering knowledge
3 Allied with the characters’ enemies; attacks or offers false friendship
4 Gathering allies against a cosmic threat
1 A telepathic greeting
2 Quartz crystals protrude from ground and rock
3 Local humanoids speak of a mighty friend who protects them
4 Local humanoids greet travelers by name
Amethyst dragons make their lairs near places where aberrant creatures find their way to the Material Plane.
Treasure 100 gp, 300 ep, 10 quartz gemstones (20 gp each),
CR 5–10 ; with 1d4 , (see ), or
Treasure 500 gp, 6 statues (75 gp each), 3 rare books (250 gp each), lead and quartz crown (250 gp) that prevents the wearer’s thoughts from being read,
CR 11–16 with 2 , , or (see )
Treasure 1,000 gp, 25 amethysts (100 gp each), adamantine greataxe (500 gp),
Treasure 5,000 gp, 50 amethysts (100 gp each), 40 rare books (250 gp each), 2 , of ,
CR 23–30 ; with , , , or
Treasure 10,000 gp, 20 gold place settings (500 gp each), 20 rare books (250 gp each), 3 journals filled with precious secrets (10,000 gp each), 3 brains in vats (each is alive and can communicate telepathically), glowing pool (acts as 3 doses of ),
CR 31+ with , , or
Treasure 50,000 gp, 3 6-inch-diameter amethysts (10,000 gp each), 10 pieces of royal jewelry (7,500 gp each), maps of 100 royal palaces, , ,
Dragons include red and gold dragons, which are huge reptilian fire-breathers that number among the world’s most dangerous monsters. This type includes, which breathe killing frost, as well as smaller reptilian creatures related to true dragons, such as .