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.
Living Shadow. While in dim light or darkness, the dragon has resistance to damage that isn’t force, psychic, or radiant.
Shadow Stealth. While in dim light or darkness, the dragon can take the Hide action as a bonus action.
Innate Spellcasting. Altair is a 9th-level spellcaster. Their spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). They have the following Transmutation spells available:
Cantrips (at will): Control Flame, Gust, Shape Water, Mold Earth
1st level (4 slots): Catapult, Create/Destroy Water, Expeditious Retreat, Magnify Gravity
2nd level (3 slots): Earthbind, Heat Metal, Spike Growth
3rd level (3 slots): Blink, Erupting Earth, Slow
4th level (3 slots): Control Water, Fabricate, Giant Insect
5th level (2 slot): Animate Objects, Control Winds, Passwall
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: 21 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (4d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 19 (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 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.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Shadow Breath. The dragon exhales shadow in a 90- foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 66 (12d10) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead 'Shadow' rises from its corpse and acts immediately after Umbraxakar in the initiative count. The shadow is under Umbraxakar’s control.
Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 20 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.
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.
Counter Elements (Recharge 5-6). As a reaction, Altair can cast 'Counterspell' without using a spell slot. This can only be done to a spell comprised of one of the four elements, Air, Earth, Fire, Water. If succeeded, the spell changes to a different element and fails. For example, a Wall of Fire may turn into water and splash and drain away.
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 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
The heart of this creature is a powerful Arcane Emitter, radiating dense transmutation magics. Overloaded with magic, the emitter transmuted itself into the form of a dragon.
Now able to control the very fabric of Oerth the dragon, self named Altair, grows more powerful and weilds incredible mastery of the elements and even shadows around him. Able to cast transmutation spells the dragon is feared by all creatures, including Dragons.
Hued in a metallic purple, the dragon is covered in 'cysts' of metal pertruding from his scales.
Lair and Lair Actions
Altair's Lair
Altair's Lair resides hidden on the isle of dragons, Qanesc Tolgalen. deep in the earth in a hidden cave system ripe with insects. Access by Altair by use of their Passwall spell.
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 glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
- One creature the dragon can see within 120 feet of it must succeed on a DC 16 Strength saving throw or be Restrained, Deafened and Blinded as the ground they are stood on transmutes and morphs around the creature encasing it in rock. To escape, the creature must use its action to make a Strength check contested by the dragon’s. If the creature wins, it escapes. The creature is restrained until they escape or until they are hit by a physical attack by Altair.
Regional Effects
The region is warped by the dragon’s magic, which creates one or more of the following effects:
- Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon’s lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.
- Banks of beautiful, opalescent mist manifest within 6 miles of the dragon’s lair. The mist doesn’t obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non-evil creatures in the mist, warning such creatures of the danger.
- Gems and pearls within 1 mile of the dragon’s lair sparkle and gleam, shedding dim light in a 5-foot radius.
If the dragon dies, these effects end immediately.
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