Gargantuan Dragon, Neutral Good
Armor Class 21 Natural Armor
Hit Points 700 (20d20 + 500)
Speed 100 ft., This dragon has no wings, it simply wills itself to move through the air as if it was swimming. , walk 30 ft.
STR
24 (+7)
DEX
22 (+6)
CON
20 (+5)
INT
25 (+7)
WIS
28 (+9)
CHA
30 (+10)
Saving Throws DEX +15, INT +16, WIS +18
Skills Arcana +15, History +15, Insight +18, Perception +16
Damage Resistances Radiant
Damage Immunities Psychic
Senses Blindsight 60, Darkvision 120, Truesight 60, Passive Perception 25
Languages Common This Dragon has the ability to speak, read, write and understand any form of communication.
Challenge 30 (155,000 XP)
Proficiency Bonus +9

Astral Plane Blend As an action, the Dragon can blend with its surroundings to stealth advantage.

Amphibious The dragon can breathe air and water

Change Shape. The Astral Dragon magically polymorphs into a humanoid that has the same stats and abilities as its own, or back into its true self. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form. 

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

Spellcasting. The Ancient Astral Dragon is a 18th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 21, +15 to hit with spell attacks). The Ancient Astral Dragon has the following spells to choose from, which it may cast without material components:

Cantrips (All at will*): Dancing Lights, Mage Hand, Magic Stone, Spare the Dying, Fire Bolt, Shocking Grasp, Acid Splash, Poison Spray

1st level (5 slots): Detect Magic*, Detect Evil and Good*, Bane, Command, Comprehend Languages, Thunderwave

2nd level (4 slots): Blur*, Alter Self*, Misty Step*, Darkness, Blindness/Deafness, Invisibility, Scorching Ray, See Invisibility, Zone of Truth

3rd level (4 slots): Spirit Guardians*, Tongues*, Beacon of Hope, Counterspell,  Dispel Magic, Remove Curse, Slow, 

4th level (4 slots): Dimension Door*, Banishment**, Confusion, Greater Invisibility

5th level (3 slots): Contact Other Plane*, Dreams*, Dominate Person, Greater Restoration, Mass Cure Wounds, Wall of Force

6th level (3 slots): Forbiddance*, Guards and Wards, Heal, 

7th level (2 slots): Plane Shift*, Prismatic Spray*, Reverse Gravity*, Regenerate, Resurrection, 

8th level (2 slot): Demiplane*, Antimagic Field, Power Word Stun, Sunburst 

9th level (1 slot): Astral Projection*, Gate*, Imprisonment**, Mass Heal, Meteor Swarm, Prismatic Wall, Time Stop, True Resurrection, Wish

Actions

Multiattack. The dragon can make three attacks during its turn.

Bite. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 19 (2d10 + 8) piercing damage. If the attack roll for this Bite is a natural 20, and the target is in Astral Plane via the Astral Projection spell or similar magic, the silver cord connecting the body of the creature to its soul is instantly destroyed - killing the physical body but keeping the astral body of the creature stuck in the astral plane forever.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 60 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 18 Wisdom saving throw or become frightened for 5 minutes. 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 astral hours.

Stupefying Breath (Recharge 5-6). The dragon exhales a beam of darkness psychic energy in a 150-foot long, 15-foot wide beam. Each creature in that area must succeed on a DC 21 Intelligence saving throw or become mentally drained. If the creature succeeds it gains immunity to it for 24 astral hours. For the next 1 astral minute, the creature's Intelligence, Wisdom and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them*, and even protect them. A creature drained in this way may repeat the saving throw at the end of each of their turns to end the effect on themselves. 

*If on the Astral Plane, a creature affected by this breathe would also be unable to move, due to the nature of movement on this plane.

Prismatic Breath (Recharge 5-6): The dragon rears back and exhales a blast of prismatic color in a 100-foot line that is 10 feet wide. Each creature must make a (DC 20) DEX saving throw, taking 110 (19d10) Prismatic Damage (Fire, Ice, Lightning, Necrotic, Force, Radiant, Acid, Poison) (roll 1d8 per player to see which damage type hits which player)

Reactions

Attack of opportunity, counterspell 

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 (with advantage if on the Astral Plane).

Cantrip. The dragon uses a Cantrip from it's spell list.

Psychic Wind (Costs 2 Actions). The dragon causes a blast of psychic wind to emanate from itself. Each creature within 30 feet of the dragon must succeed on a DC 21 Intelligence saving throw or take 18 (3d10) psychic damage and become stunned for 1 minute. A creature stunned in this way may repeat the saving throw at the end of each of their turns to end the effect on themselves.

Legendary Resistances (3/day). If the dragon fails a saving throw, it can succeed it instead

Tail Attack (1 Action). The dragon makes a tail attack

Breath Move (2 Actions). The dragon can move its head 10 ft left to right when using it's breath attack.

Spiral Attack (3 Actions). The dragon coils itself into a spring like shape, then spirals out at extreme speeds. Each creature within 30 ft of the dragon must succeed on a (DC 19) dexterity saving throw, on a failed save, the creature can be repulsed back for 60 ft, suffering 5d10 force damage and are knocked prone, on a successful save the creature remains and cannot be thrown for 10 minutes.

Description

Born of the Astral sea, only leaving to allow age to effect their body, and to acquire treasure. These dragons live indefinitely if they choose as their home, doesn't allow time to pass in a way that allows aging. these Dragons are forces of the universe rather then beasts like their cousins. To meet one in combat is to meet death.

Lair and Lair Actions

Lair and Lair Actions

The Astral Dragon is among the strongest of all dragons as it was the first dragon. It lives on the Astral Plane but can travel to other planes with ease, as the Astral plane connects them.

"It is the space between everything.
It is the road that goes everywhere.
It is where you are when you aren't anywhere else." - Manual of the Planes

Lair Actions

On initiative count # (20), the Astral Dragon takes a lair action to cause one of the following effects; the Astral Dragon can’t use the same effect two rounds in a row:

  • All gravity within 120 feet of the dragon is nullified. All creatures standard walk speeds are reduced to 10 feet, and creatures in the air who lack a fly speed simply float in place unable to propel themselves in any direction.
  • Astral wind buffets all creatures within 30 feet of the dragon, pushing all creatures 30 feet in a direction chosen by the dragon.
  • Dimensional portals open behind each creature of the dragon's choice within 30 feet. The target creatures must succeed on a DC 15 Strength saving throw, or be sucked into one of these portals. The portals can be to any plane of existence the dragon is aware of. A creature teleported in this way will return to the position they left at the end of their next turn.

Regional Effects

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:

  • Psychic Wind. Creatures approaching within 10 miles of the dragon's lair are affected by powerful forceful psychic wind causing 1d6 physic damage per hour the creature stays in the open wind and causes half movement towards the dragon's lair.
  • Tidy Nest. If a creature not native to the astral plane is slain within 1 mile of the dragon's lair, its physical body is banished back to its plane from which it came. But the astral form, any gold or magic items the creature was carrying are not banished and are forever tethered to the astral plane, never to leave.

If the Astral Dragon dies, these effects fade over the course of 60 astral days.

Nergegante

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