Huge Crystalline Dragon , Chaotic Good
Met Bob as he was out drinking one night. The two really hit it off and she decided that Bob is now hers. She is quite possessive and protective of Bob, but loves to observe him doing his silly little human things in his natural habitat. After their initial meeting, Bob seemed to have forgotten her, so in an attempt not to scare him, she stays hidden until he needs her. After their reunion she will take a more active role in his life. Her lair is on an island i havent yet written into the story where she will potentially be a boss monster if the party decides to be aggressive towards Bob. Bob is her biggest treasure for he is the key to her heart.
Bob's lover
possessive, overprotective, aggressive
Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead. Prismatic immunity: The Dragon can use its bonus action to gain immunity to one of the following damage types: acid, cold, fire or lightning. The immunity lasts until the dragon uses this ability again.
Multiattack: The Dragon can use its Frightful Presence. It then makes three attacks: one with its Bite and two with its Claws.
Bite: Melee weapon attack: +15 to hit, reach 10 ft. One target. Hit: 20 2d10+9 piercing damage
Claw: Melee weapon attack: +15 to hit, reach 5 ft. One target. Hit: 16 2d6+9 slashing damage
Tail: Melee weapon attack: +15 to hit, reach 15 ft. One target. Hit: 18 2d8+9 bludgeoning damage
Frightful Presence: Each creature of the Dragons choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragons Frightful Presence for the next 24 hours.
Prismatic Breath (recharge 5-6): The dragon exhales multi-coloured rays of light. Each creature in a 60 ft. cone must make a DC 21 Dexterity saving throw. For each target, roll a d8 to determine which colour ray affects it.
1 Red: The target takes 55 10d10 fire damage on a failed save, or half as much on a successful one.
2 Orange: The target takes 55 10d10 acid damage on a failed save, or half as much on a successful one.
3 Yellow: The target takes 55 10d10 lightning damage on a failed save, or half as much on a successful one.
4 Green: The target takes 55 10d10 poison damage on a failed save, or half as much on a successful one.
5 Blue: The target takes 55 10d10 cold damage on a failed save, or half as much on a successful one.
6 Indigo: On a failed save, the target is restrained. It must then make a DC 21 Constitution saving throw at the end of each of it's turns. If it fails it's save three times, it permanently turns to stone and is subjected to the petrified condition.
7 Violet: On a failed save, the target is blinded for 1 minute.
8 Special: The target is struck by two rays. Roll twice more, rerolling any 8
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. Detect: The Dragon makes a Wisdom (Perception) check Tail attack: the dragon makes a tail attack. Wing attack (costs 2 actions): The Dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 16 2d6+9 bludgeoning damage and be knocked prone. The Dragon can then fly up to half its flying speed