Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 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 dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Radiant Breath. The dragon exhales searing light in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) radiant damage on a failed save, or half as much damage on a successful one.
Empathy Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 17 Wisdom saving throw or become charmed by the dragon and sympathetic to the dragon's goals. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The DC to end the effect decreases by 2 if another, unaffected creature succeeds on a DC 17 Charisma (Persuasion) check, explaining why the dragon's goals shouldn't be agreed with.
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.
The dragon 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 dragon regains spent legendary actions at the start of its 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 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
Astral dragons are celestial variants of the noble creatures they are named after, empowered to spread light and combat evil throughout the multiverse.
Light Portals. Across the many realms that make up this multiverse, portals to the upper planes sometimes appear. These portals draw creatures of light to them, pulling them into the home of celestials and gods.
Recast in Light. Just as shadow dragons are corrupted by the dark influence of the Shadowfell, astral dragons are tainted with the light power of the upper planes. These planes are often hostile to any evil creature that enters them, so most astral dragons were born as metallic dragons.
Agents of the Gods. Astral dragons are controlled by the gods whose power transformed them into what they are. Their radiant powers are used to combat the most powerful of evil creatures and the most dastardly of villainous plots.
Lair and Lair Actions
An Astral Dragon’s Lair
Astral dragons make their homes in stellar bodies, such as hollow asteroids or abandoned nautiloids. Such places are transformed by the dragon's presence, and are tapped for their ancient power by the dragon.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
- The dragon fills its lair with radiant energy, healing up to four creatures for 10d6 hit points. This ability cannot be used on the same creature twice until that creature takes a long rest.
- One creature the dragon can see within 80 feet is rendered incorporeal, drifting into the ethereal plane. This creature becomes immune to all damage and unable to influence anything in another plane for 1 minute, or until the dragon brings it back. The creature can force the effect to end with a DC 15 Wisdom saving throw, although they take 2d12 force damage if they fail.
Regional Effects
The region containing a legendary astral dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Whenever a creature that can understand a language dies within 6 miles of the dragon’s lair, the dragon can establish telepathic contact with that creature and converse with it until it is reanimated or its soul leaves the ethereal plane. The creature remembers its conversation with the dragon if it is reanimated.
- Millions of miniscule insects buzz around the area. They are attracted to evil creatures, swarming around them. The dragon can see through the insects' eyes and can have them attack any creature within the area, dealing 1d6 piercing damage for every minute they attack.
- A perpetual glow fills the area, making darkness turn into dim light and dim light turn into bright light. The light does not harm creatures sensitive to sunlight.
If the dragon dies, these effects end immediately.
Comments