Interdimensional. The dragon can breathe in any element, space, water, air etc.
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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 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.
Galactic Blast (Recharge 5–6). The dragon exhales crackling light in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) Paralyzed status is sustained on a failed save
Galactic Dream . The dragon exhales Mysterious mist in a 40-foot line that is 10 feet wide. Each creature in that line Begins to dream an experience from the dragon's perspective. Those inflicted with this dream cannot be damaged outside of the dream and any damage inflicted within the dream is waived when the dream ends.
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 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
Descending from the heavens in the dark of nights, The huge Celestial dragons are of unknown origin. Their flesh is like a portal into space, Adorned with galaxies and millions of stars as if the dragon holds of their wisdom.
Lair and Lair Actions
Celestial dragons fold into the fabric of reality when not in combat, only descending upon the human world during dark nights, to endow wisdom and justice to those who deserve it. When in the human world they are most often found dwelling in craters.
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:
- Magical light spreads from the location of the dragon 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The light spreads around corners. A creature with darkvision can’t see through this light.
Regional Effects
The region containing a legendary Celestial dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Water sources within 1 mile of the lair are supernaturally clean. Even if it is saltwater, it can be drunken safely.
- Fog lightly obscures the land within 6 miles of the lair.
- It appears to be a clear night within 10 miles of the dragon, even in areas of great pollution, fog or rainclouds.
If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days.
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