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.
Astral Sight. The dragon can see clearly through the blur of the Astral Plane for up to 10 miles (16 km).
Detect Extraplanar. The dragon has advantage on checks made to detect creatures not native to the Astral Plane.
Innate Plane Shift. The dragon can cast Plane Shift at will without material components to any plane and location it is aware of. After reaching the new plane, roll a d100. On a 1 the dragon develops Astralomitis as it loses its innate plane shift.
Variant Spellcasting. The dragon is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). It has the following spells prepared:
Cantrips (at will): mind sliver, mage hand, mending, minor illusion
1st level (4 slots): bane, gift of alacrity, magic missile, prestidigitation
2nd level (3 slots): blur, invisibility, heat metal, misty step, tasha's mind whip
3rd level (3 slots): counterspell, dispel magic, slow, lightning bolt, sending
4th level (3 slots): banishment, charm monster, phantasmal killer
5th level (3 slots): arcane hand, dispel evil and good, hold monster, telekinesis
6th level (2 slots): flesh to stone, disintegrate
7th level (2 slots): forcecage, prismatic spray
8th level (1 slot): reality break
9th level (1 slot): weird
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: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage. If the attack is a critical hit and the target is a creature travelling through the Astral Plane by means of the astral projection spell, the dragon can cut the target’s silver cord instead of dealing damage, killing the creature instantly.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (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 20 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 5–6). The dragon exhales a beam of psychic energy in a 200-foot long and 5-foot wide line. Each creature in the line must make a DC 20 Intelligence saving throw. On a failure, 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. The creature can reroll the saving throw (using its normal bonus to the saving throw) at the end of its next turn, ending the effect on a success.
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.
(Variant) Cantrip. The dragon casts a cantrip.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Dashing Charge (Costs 2 Actions). The dragon charges in a straight line up to half its flying speed. Any creature in its path must make a DC 21 Dexterity saving throw or take 14 (2d6 + 7) and be knocked prone.
Astral Guardian (Mythic Trait; Recharges after a Short or Long Rest). When the Astral Dragon is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, the surrounding energy of the Astral Plane comes to the dragon's aid, regaining 315 hit points. Additionally, the Astral Dragon becomes surrounded by a storm of psychic energy. If the Astral Dragon succeeds on saving throw against a spell, or a spell attack misses it, the Astral Dragon can choose another creature (including the spellcaster) it can see within 120 feet of it. The spell targets the chosen creature instead of the Astral Dragon. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.
If the Astral Dragon's mythic trait is active, it can use the options below as legendary actions for 1 hour after using Astral Guardian:
(Varaint) Cast. The dragon casts a spell.
Dash. The dragon moves its full movement.
Quick Slash. The dragon makes two claw attacks.
Astral Pulse (Costs 3 Actions). The dragon emits a pulse of psychic energy in a 30-foot radius around itself. Any creature in the area must make a DC 20 Intelligence saving throw, taking 35 (10d6) psychic damage on a failure, or half as much damage on a success.
Description
"A Powerful dragon that will defend its home plane from intruders. I can respect that." - Elin Gentleheart, Adventurer
The draconic species of the Astral Plane is unique in appearance and abilities when compared to other dragons. Astral Dragons can fly without wings thanks to a special organ in their head. Most Astral Dragons are hostile to extraplanar creatures they encounter in the Astral Plane as they view them as intruders.
Resident of the Astral Plane. When the dragon is in the Astral Plane, it doesn't need to eat or drink and it stops ageing.
Astralomitis. Astral dragons with this sickness that are on any plane besides the Astral Plane go into an insane rampage once they realise they cannot Plane Shift back to the Astral Plane.
The dragon goes into a permanent rage-like state. Whilst in this state it has the following conditions:
- The dragon is resistant to all damage except psychic damage.
- The dragon cannot cast or concentrate on spells.
- All melee weapon attacks the dragon makes deals an additional damage dice (2d10 becomes 3d10).
Unless killed or sent back to its home plane, the dragon will go on a rampage for 1d4 + 1 days before dying of exhaustion due to lack of rest. If the dragon gets back to the Astral Plane, it slowly regains its sanity. Astralomitis can only be cured with a Wish spell.
Variant Spellcasting. Some Astral Dragons have studied the ways of the arcane and become masters of their skills due to millennia of existence. These Astral Dragons are CR 19. Some Astral Dragons may even have spells long forgotten to all but themselves.
Lair and Lair Actions
An Astral Dragon’s Lair
The lair of a legendary Astral Dragon is usually a chunk of matter floating in the Astral Plane, often the massive petrified body of a dead god.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- All gravity within 60 feet of the dragon is nullified. All creatures walking speed is reduced to 10 feet, and creatures in the air that lack a flying speed simply float in place.
- An Astral wind buffets all creatures within 20 feet of the dragon, pushing all creatures besides the dragon 20 feet in a direction chosen by the dragon.
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 6 miles of the dragon's lair is affected by psychic winds (DMG p. 48).
- Creatures not native to the Astral Plane that are slain within a mile of the dragon's lair have their bodies banished back to their home plane. There is a 20% chance the body is sent to a different plane. Any gold or magical items the creature was carrying are not banished.
If the dragon dies, all effects fade in 1d10 days.
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