Huge Dragon, Lawful Evil
Armor Class 18 (natural armor)
Hit Points 256 (19d12 + 133)
Speed 25 ft., fly 40 ft.
STR
22 (+6)
DEX
8 (-1)
CON
20 (+5)
INT
25 (+7)
WIS
23 (+6)
CHA
21 (+5)
Saving Throws DEX +5, CON +11, WIS +12, CHA +11
Skills Insight +13, Perception +13
Damage Immunities Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed
Senses Darkvision 120 ft., Truesight 60 ft., Passive Perception 23
Languages Common, Draconic
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Astral sever. if the dragon hits a creature with its claw attack, the dragon can choose to sever the silver cord that connects the targets Astral form to its body.

spell casting. the dragon can cast the following spells, the dragons spell casting ability modifier is intelligence.

At will: mage hand (hand is invisible), shield, crown of madness, detect thoughts, hold person

Twice a day: invisibility, levitate, suggestion, clairvoyance 

Once a day: hypnotic pattern, slow, hold monster

Actions

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 plus 7 (2d6) fire 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 19 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.

Psychic Breath (Recharge 5–6). The dragon exhales Psychic energy in a 60-foot cone. Each creature in that area must make a DC 21 wisdom saving throw, taking 63 (18d6) Psychic damage on a failed save, or half as much damage on a successful one.

Legendary Actions

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 pushed back 15 feet. The dragon can then fly up to half its flying speed.

psyonic spell. the dragon casts an at will spell.

Planar portal (costs 3 actions) the dragon casts the plane shift spell on themselves for free.

Description

The awe and beauty of an Astral dragon is matched only by their cruel ness and power. Their forms dark and filled with shining dots that look like stars and galaxies.

Lair and Lair Actions

An Astral Dragon’s Lair

Astral dragons lair in hollowed out corpes of long dead gods or in floating debris among the Astral plane. Astral dragons are not often found in their lair, preferring to glide aimlessly through the infinite space of the Astral plane, they return only to store objects for their horde or check on their collection to make sure it hasn't been plundered by githyanki pirates. Astral dragons always know exactly how to get to their lair and can arrive their almost insentaniously.

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:

  • Gravity forces forces everything within a 30 foot radius cylinder towards the ground. Each in the area must make a DC 17 strength save or drop to the ground for 1 minute.
  • A pulse of psychic energy erupts from the dragon. Any creatures within 30 feet of the dragon must make a DC 15 wisdom saving throw or take 9d6 psychic damage on a failed save and half as much on a successful one.

Regional Effects

An Astral dragon is shaped by their plane, not the other way around.

Minikenku

Comments

Posts Quoted:
Reply
Clear All Quotes