Prophetic. The dragon has advantage on saving throws.
Radiant Power. The dragon's claw, tail, and bite attacks are magical. When the dragon hits with an attack or spell, the attack deals an extra 6d8 radiant damage (included in the attack).
Divine Awareness. The dragon knows if it hears a lie.
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: +15 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 27 (6d8) radiant damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage plus 27 (6d8) radiant damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage plus 27 (6d8) radiant 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 24 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.
Teleport. The dragon magically teleports, along with any equipment it is wearing or carrying, up to 90 feet to an unoccupied space it can see.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:
Radiant Breath. The dragon exhales light in a 90-foot line that is 10 feet wide. This light counts as sunlight. Each creature in that line must make a DC 24 Dexterity saving throw, taking 88 (16d10) radiant damage on a failed save, or half as much damage on a successful one.
Restricting Breath. The dragon exhales restricting gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or have disadvantage on Dexterity checks and Dexterity saving throws 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.
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 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
Mithral dragons are natives of the Astral Sea and other divine and celestial planes, though they can be rarely found on the Material Plane. When a mithral dragon comes to the Material Plane it is to due Bahamut's bidding or to face a great evil directly. Mithral dragons are also immortal due to their celestial nature, and much like an angel can never truly die. If a mithral's physical body is destroyed its spirit returns to the side of Bahamut and they are reborn again. Mithral dragons also act as Bahamut's solars.
Nightmare of the Damned. A mithral dragon is feared by creatures such as devils, demons, and the undead, even more than these creatures fear solars. It is said that solars can make demon princes shrink away at its resonate command due to its celestial might, if that is true then a mithral dragon is what haunts these creatures in their most dreadful nightmares. It is also not uncommon for a mithral dragon to get somewhat bored and decide to go rampaging through the Nine Hells or the Abyss.
Bright Treasures. A mithral dragon's favored treasures that shine, glow, or are very reflective, such as glowing magic items and extremely well-polished metals, and its most valued treasure: mithral.
Lair and Lair Actions
A Mithral Dragon’s Lair
Mithral dragons prefer lairs that are in the Astral Sea or in other similar divine planes. If a mithral dragon does choose to make a lair on the Material Plane it tends to favor places that have been consecrated by good deities such as Bahamut.
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:
- Up to six creatures of the dragon's choice within 30 feet of it must succeed on a DC 15 Dexterity saving throw or be struck by beams of radiance from the heavens and take 3d10 radiant damage.
- The dragon summons a planetar to a space it can see within 60 feet of it to aid it. The planetar is an ally of the dragon and acts on the dragon's initiative. The planetar remains for 1 minute, or until it is reduced to 0 hit points or the dragon uses this lair action again, whereupon it disappears.
- The dragon's scales reflect an intense otherworldly light in a 20-foot radius around it. Each creature in that area must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Regional Effects
The region containing a legendary mithral dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
- Any region a mithral dragon lairs in becomes a serene paradise where plants flourish. Examples of this effect are: oases might appear in deserts, forests and jungles become lusher and thrive with life, and if a mithral dragon goes subterranean the dragon's own radiance causes the area around it to grow plants that would normally require sunlight to survive.
- Creatures that aren't hostile to the dragon within 1 mile of the lair become peaceful towards other nonhostile creatures, but turn into fierce guards should a creature hostile to the dragon enter its domain.
- Whenever a creature that isn't hostile to the dragon finishes a long rest while within 1 mile of the lair, it awakes with a sense of serenity.
If the dragon dies, these effects end over 1d10 days.
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