Gargantuan Dragon, Chaotic Neutral
Armor Class 22 (natural armor)
Hit Points 462 (25d20 + 200)
Speed 20 ft., fly 140 ft.
STR
24 (+7)
DEX
16 (+3)
CON
26 (+8)
INT
21 (+5)
WIS
15 (+2)
CHA
20 (+5)
Saving Throws DEX +11, CON +16, WIS +10, CHA +13
Skills Perception +18, Stealth +11
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Psychic
Condition Immunities Charmed, Unconscious
Senses Truesight 120 ft., Passive Perception 28
Languages Common, Draconic, Telepathy 120 ft.
Challenge 26 (90,000 XP)
Proficiency Bonus +8

Astral Flight. All planes except for the Astral Sea are considered difficult terrain to the astral dragon.

Innate Spellcasting (psionics). The dragon's innate spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). The dragon can innately cast the following spells, requiring no material components:

At will: arcane gate, plane shifttelekinesis

3/day each: blurfreedom of movement, synaptic staticwall of force

1/day each: banishment (at 7th level), mental prisonteleport

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

Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.

Magic Weapons. The dragon's weapon attacks are magical.

Psionic Awareness. The dragon can sense aberrations and any creature with psionic spellcasting within 1 mile. As long as the two are on the same plane of existence the dragon can sense the creature's location and direction of movement, as well as its species and type.

 

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: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 7) piercing damage plus 14 (4d6) psychic damage. On a critical hit against a target in an astral body (as with the astral projection spell), the dragon can cut the silvery cord that tethers the target to its material body, instead of dealing damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 19 (2d8 + 7) 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.

Stupefying Breath (Recharge 6). The dragon exhales a beam of psychic energy in a 150-foot long, 10-foot wide line. Each creature in that area must succeed on a DC 21 Intelligence saving throw or become mentally drained. For the next 1 minute, the creature's Intelligence 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. The effect can also be ended by greater restoration, heal, or wish.

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).

Tail Attack. The dragon makes a tail attack.

Astral Dragon Magic (costs 2 actions). The dragon casts one of its innate spells, either plane shift or synaptic static.

Description

The astral dragon is a species of dragon that inhabits the Astral Plane. They are neither chromatic nor metallic dragons but had an inclination towards treasure all the same. Astral dragons are wingless and serpentine, they have an unparallel ability to teleport between spaces and shift between planes, they value this ability and their personal freedom amongst all else.

Not many people know where astral dragons originate, but some theorize they were amongst the first dragons to be created; born into the timeless astral sea and imbued with powerful psionic energy.

 

Cheer to DJRankine for the inspiration

Lair and Lair Actions

An Astral Dragon’s Lair

An astral dragon’s lair is never limited by any single plane. Especially in adolescence, astral dragons tend to be nomadic; moving from plane to plane, usually only returning once they have matured. Although younger dragons form lairs in various planes, the lairs they make in the astral plane tend to be imbued with the most magic. At their peak of maturity, astral dragons make their homes on the Astral Sea either on floating rocks, long-dead gods or abandoned Githyanki fortresses.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • Discordant whispers fill the minds of all creatures within 150 feet of the dragon. Each affected creature must succeed on a DC 15 Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from the dragon. The creature doesn’t move into an obviously dangerous space. On a successful save, the target takes half as much damage and doesn’t have to move away.
  • A dimensional rift consumes one huge or smaller creature the astral dragon can see within 60 feet. The target must succeed on a DC 15 Charisma saving throw or be magically teleported to an infinite demi-plane. At the end of the target's next turn, the creature reappears in the space it left or in the nearest unoccupied space if that space is occupied.

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:

  • The area within 1 mile of the dragon's lair is hypersensitive to psychic thoughts. Telepathic speech is as audible as normal speech, and unintelligible whispers can be heard from all around the area.
  • Whenever a creature with an Intelligence of 4 or higher comes within 150 feet of the dragon's lair, the dragon is aware of it's presence.

If the dragon dies, these effects end immediately.

 
oldmanmarx

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