Huge Dragon, Neutral
Armor Class 17 (natural armor)
Hit Points 150 (10d12 + 85)
Speed 30 ft., Fly 120 ft., Swim 60 ft.
STR
14 (+2)
DEX
19 (+4)
CON
15 (+2)
INT
25 (+7)
WIS
19 (+4)
CHA
13 (+1)
Saving Throws DEX +10, INT +13, WIS +10
Skills Arcana +13, Perception +10
Damage Vulnerabilities Piercing, Slashing
Damage Resistances Damage from Spells
Damage Immunities Radiant
Condition Immunities Blinded
Senses Blindsight 60 ft., Darkvision 120 ft., Truesight 120ft, Passive Perception 24
Languages Celestial, Common, Draconic, Telepathy
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

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.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite one with its claws and one with its tail.

Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) radiant damage.

Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +2 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) 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 16 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.

Astral Beam (Recharge 7–8). The dragon exhales starlight in a 500-­foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 75 (15d10) radiant damage on a failed save, or half as much damage on a successful one.  all creatures hit by the beam are blinded for 1 turn.

 Spell Caster (Recharge 3–4). the dragon may cast one of the spells from the list below up to third level.

Dispel Magic,  Magic Missile,  Scorching Ray,  Shatter,  Fireball

 

 

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.

Radiant Wings (Costs 3 Actions).  Any ranged magical attack delt to the dragon the previous turn is reflected back at its caster.

Spell Caster (Costs 2 Actions).  the dragon may cast one of the spells from the list below up to third level.

Counterspell,  Misty Step,  Blur,  Mirror Image

Lair and Lair Actions

astral dragons reside in areas where the astral and material plain come close enough fore creatures to cross over from one to another. A astral dragon’s lair is a dimly lit cave or ruin that exist in both the astral and material plain.  They are known to have small crystals protruding from cracks in the walls. The lair is littered with artifacts, magic inscriptions, pools and floating droplets of black water gleaming with stars creating an almost otherworldly environment 

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:

  • all light sources (magical or non magical) no longer produce light.
  • a bright light is emitted from each star each creature in the area must succeed a DC 18 constitution saving throw or be blinded for 1 round

Regional Effects

The region containing a astral dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • The air within 3 miles of the lair contains a far grater amount of magical energy than normal all spells cast within the area will be cast one level higher (excluding 9th level spells)
  • within 1 mile of the lair small star like Crystals form floating in the air.
  • all water within 1 mile of the lair appears as windows to the astral plain.
  • Fog lightly obscures the land within 6 miles of the lair.  within this fog planar travel is impossible and any spells that require you to leave or enter one automatically fail and the spell slot is used

If the dragon dies the effects fade over 1d10 days. excluding the stars witch will shrink to a diameter of 50 feat of where the dragons body rests.

Habitat: Mountain

galawen

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