The 12th of the 2st Month of Zagyn, 10 ATFOM

Azdraxis (az-drax-is)

Azdraxis (a.k.a. Az, Drax)

Azdraxis are a crystal greatwyrm, one of the gem dragons. They fled into the Plane of Earth when the magic ban came into effect. They are grounded but cheerful normally.

This is their humanoid form that looks like an Earth Genasi.

Unknown by Unknown

Alignment
Neutral
Current Location
Species
Year of Birth
2721 BTFOM 2731 Years old
Children
Pronouns
They/
Sex
Born with male parts
Gender
Nonbinary
Presentation
Androgynous
Eyes
Glowing blue eyes
Hair
Crystal coloured spikes
Skin Tone/Pigmentation
Crystal coloured scales
Height
Gargantuan


Character Portrait image: Crystal Dragon by OverDice Official

https://www.dndbeyond.com/monsters/2059713-crystal-greatwyrm

Crystal Greatwyrm
GARGANTUAN DRAGON (GEM) TYPICALLY NEUTRAL

More so even than their chromatic and metallic kin, gem dragons are fascinated with cultivating their dragonsight and fusing the awareness of their echoes across the Material Plane. Some of them believe that, by doing so, they are taking steps toward reuniting the shattered consciousness of Sardior the Ruby Dragon, and they pursue this awakening as an act of near-religious devotion. Others seek to exploit their knowledge of the many worlds of the Material Plane as a source of power—and indeed, a gem dragon who becomes a greatwyrm has access to almost unimaginable power.

Gem greatwyrms’ ascension transforms their bodies to appear as crystal, their scales sparkling like diamonds. Their breath weapons become powerful waves of crushing force that can stop almost any creature in its tracks. But the greatwyrms’ most powerful ability is telekinesis on an unparalleled scale—a gem greatwyrm can telekinetically seize an entire crowd, then carry those helpless folk off to the dragon’s lair.


Armor Class: 21

Initiative: +4 (14)

Hit Points: 507 (26d20+234) 26d20+234

Speed: 60 ft, burrow 60 ft, fly 120 ft (hover), swim 60 ft

Challenge: 26 (XP 90,000; PB +8)
    MOD SAVE
STR 28 +9 +9
DEX 14 +2 +10
CON 29 +9 +17
    MOD SAVE
INT 30 +10 +10
WIS 24 +7 +15
CHA 25 +7 +15

Skills: Arcana +26, History +18, Perception +15

Immunities: Charmed, Frightened, Poisoned, Prone, Radiant

Senses: Truesight 120 ft, Passive Perception 25

Languages: Common, Draconic, Telepathic 120ft


Traits

Gem Awakening (Recharges after a Short or Long Rest). If the greatwyrm were 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.

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):

1/day each: dispel magic, forcecage, plane shift, reverse gravity, time stop


Actions

Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.

Bite. Melee Weapon Attack: +17 1d20+17 to hit, reach 15 ft., one target. Hit: 20 (2d10+9) 2d10+9 piercing damage plus 16 (3d10) 3d10 force damage.

Claw. Melee Weapon Attack: +17 1d20+17 to hit, reach 10 ft., one target. Hit: 18 (2d8+9) 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 (Recharge 5–6) 1d6 . 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) 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) 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

The greatwyrm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The greatwyrm regains spent legendary actions at the start of its turn.

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) 5d10 psychic damage on a failed save, or half as much damage on a successful one.

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