Young Amethyst Dragon 5e | D&d Monster Guide

Amethyst dragons, the mightiest of the gem dragons, study and psionically manipulate the fundamental principles of the multiverse, from the force of gravity to the emanations of the Outer Planes.

Their innate psionics give them a measure of control over how physical laws affect them.

They defy gravity with flight that doesn’t rely solely upon their great wings, and gravitational force empowers both their devastating breath weapon and the exploding amethyst crystals they spit at their foes.

Large Dragon (Gem), Typically Neutral

Proficiency Bonus: +4
Armor Class: 18 (natural armor)
Hit Points: 168 (16d10 + 80)
Speed: 40 ft., fly 80 ft. (hover), swim 40 ft.

STR – 21 (+5)
DEX – 12 (+1)
CON – 21 (+5)
INT – 18 (+4)
WIS – 15 (+2)
CHA – 19 (+4)

Saving Throws: Dex +5, Con +9, Wis +6, Cha +8

Skills: Arcana +12, Perception +10, Persuasion +8, Stealth +5

Damage Resistances: force, psychic

Condition Immunities: frightened, prone

Senses: blindsight 30 ft., darkvision 120 ft., passive Perception 20

Languages: Common, Draconic, telepathy 120 ft.

Challenge: 9 (5,000 XP)

Amphibious. The dragon can breathe both air and water.

Actions

Multiattack: The dragon makes one Bite attack and two Claw attacks.

Bite: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 4 (1d8) force damage.

Claw: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.

Singularity Breath (Recharge 5–6): The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in a 30-foot cone.

Each creature in that area must make a DC 17 Strength saving throw. On a failed save, the creature takes 36 (8d8) force damage, and its speed becomes 0 until the start of the dragon’s next turn.

On a successful save, the creature takes half as much damage, and its speed isn’t reduced.

Spellcasting (Psionics): The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 16):

1/day each: blink, dispel magic, protection from evil and good, sending

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