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Bag of Beasts
Alabaster Dragon
  • Large, Dragon
  • Neutral Evil
  • CR 7
  • AC 17 (Natural Armor)
  • HP 133
STR
+3
16
DEX
+1
12
+4
CON
+4
18
+7
INT
+3
16
+6
WIS
+1
13
+4
CHA
+2
14
+5

Skills

  • perception
    +4
  • stealth
    +4

Damage Vulnerabilities

  • Slashing from non-magical attacks

Speed

  • basic - 40ft
  • flying - 80ft
  • burrowing - 20ft
  • swimming - 40ft

Senses

  • blindsight - 30ft
  • darkvision - 120ft
  • truesight - 120ft
  • Passive Perception
    +14

Languages

  • Common
  • Draconic
  • Terran

Limited Magic Immunity. The alabaster dragon can’t be affected or detected by spells of 1st level spells or lower unless it wishes to be.

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: (2d10 + 3) piercing damage.

Claw. Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit: (4d4 + 3) slashing damage.

Multiple Breath Weapons (Recharge 5-6). The dragon may use one of the following breath weapons.

Arcane Beam. The dragon exhales an arcane beam of magical energy in a 40-foot line. Each creature in that area must make a DC 15 Dexterity saving throw, taking (8d8) force damage on a failed save, or half as much damage on a successful one.

Gypsum Breath. The dragon exhales a blast of thick particulate dust in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, becoming blinded for 1 minute on a failed save. Concentration is also broken for creatures that fail the save.

Mirror Image (1/day). Three illusory duplicates of the dragon appear in and near its space for 1 minute. For the duration of the ability, the duplicates move with the dragon and mimic its actions, shifting position so it's impossible to track which image is real. The dragon may dismiss these duplicates at will. This ability may not be used if any duplicates still exist.

Each time the dragon is targeted by an attack during the ability’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If three duplicates are active, on a 6 or higher the attack's target is changed to a duplicate. With two duplicates, a roll of 8 or higher changes the target. With one duplicate, a roll of 11 or higher.

A duplicate's AC equals 11. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The ability ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Change Shape. 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.

Alabaster Dragon Lairs

Alabaster dragons construct and model their lairs after peripteral temples. These huge rectangular structures have columns on all sides, outlining the mostly open air interior with networks of freestanding walls a few heads taller than the dragon. These walls are littered with priceless works of art. When first created these walls may have been curated and laid out with intent, but as the dragons age and their collections bloat the walls and floors become overwhelmed with images and statues; tapestries are haphazardly draped over arms of stone figures, paintings lean against walls overlapping more canvases behind. While they are acutely arcane beings, alabaster dragons do not concern themselves with magical artifacts, their interest is held much tighter by mundane works of art by mortal creators.

These lairs are usually built on rolling plains outside of city centers. Hidden in plain sight through the dragons’ use of illusions to make the structures disappear. The dragons complete the illusion by changing their forms to a grazing animal and replicating themselves with a minor form of their Mirror Image ability.

Because of the desire alabaster dragons have to collect and even trade art, they occasionally have to admit outsiders into their lairs, to further confuse onlookers about the true nature of their homes and where they are located, they will sometimes create illusions of their temple lairs on different hills, inviting merchants to trade at these false locations, only moving the acquired artwork after their guests have left.

Alabaster dragons are lithe creatures composed of living stone. Their frames are feline in structure covered in lean and crisp musculature ending in a whip tail, all with a smooth and polished white finish. With arrow-like heads, their features such as eyes and two sweptback horns all seem to originate from their snout like a vector. They have long and slender foreclaws, allowing them to grasp and manipulate objects with precise control. As they age, the rock-like flesh of an alabaster dragon is carved with intricate patterns and swirls by the flows of arcane energy that course in and out of their bodies. This energy is, to an extent, under the dragon’s control so the carvings are unique to each individual and may even contain forms representative of their favored works of art. Their horns exhibit the deepest of these carvings, eventually becoming fragile and hollow masterpieces.

When alabaster dragons use Change Shape they usually take the form of wealthy humanoids to navigate urban centers where they can wheel and deal within art districts. While back in their lairs, the dragons will take the form of an unassuming grazing animal and use a lesser form of their Mirror Image illusion to appear as a small herd.

Behavior

Quick witted and shrewd negotiators, Alabaster dragons are notorious among art scenes within cities all over the material plane. Or they would be, if one knew the person who just walked away with their priceless painting in exchange for a forgery was a dragon and not an upper class widow decked head to toe in fine white furs. These dragons hoard fine arts and antiquities of all kinds; they are enamored with mundane masterpieces created by mortals. Alabaster dragons are illusory tricksters steeped with arcane energy, and a mortal’s ability to create beauty without aid of the magics that they wield so deftly triggers the envious and unquenchable draconic urge to hoard. When they aren’t scamming collectors out of their statues, landscapes, and tapestries they are busy in their lairs creating forgeries. Alabaster dragons are not fighters and prefer to grow their hoard through less dangerous means.

If threatened, which can happen when a deal goes bad, the dragons rarely tussle for long, fleeing when the first opportunity arises. They do, however, stay in their disguised form for as long as possible, lest they have to come up with a new character and build new connections within their main city of operations. If they are eventually cornered they will transform into their true forms and attempt to blind their opponents with their Gypsum Breath to force an opening.

In the rare event they are caught fighting or defending their lairs, Alabaster dragons will take to the air, weaving in and out of the network of columns with ease to avoid ranged attacks. They will also use the maze of walls to their advantage, forcing intruders to run into choke points so they can easily catch many targets with their Arcane Beam.

Knowledge Checks

Arcana DC 15 - Alabaster Dragons are masters of channelling arcane energy.

Insight DC 10 - Alabaster Dragons are evil in nature and shrewd negotiators. While they aren't known for fighting, they can be dangerous when backed into a corner.

Treasure

Alabaster dragons are interested in artwork of all kinds and their sprawling hoards make that very evident. Though the odd artifact may make it into an Alabaster dragon’s gallery they are very exclusive in their selections, only mundane art objects hold their interest. The most common magic objects in their lairs are actually forgeries using the dragons’ arcane abilities.

Game Hooks

A wealthy benefactor is distraught over the theft of his priceless painting. He is offering any takers a sizable sum for its safe return, and he is emphasizing the safe part. There are leads that the painting is making its rounds in an underground art scene. The benefactor is willing to entrust a group of adventurers with the funds to venture into the district and purchase the painting back. After purchasing the painting and bringing it back to the benefactor he erupts into a rage on finding out the painting is in fact a fraud. He pins the fault on the adventurers, demanding they track down the real painting. Various leads and detours lead them to a hill on the outskirts of town...