Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: 1d20+10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: 1d20+10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6); slashing damage.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Cosmic Breath. The dragon exhales cosmic breath in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) radiant damage on a failed save, or half as much damage on a successful one.
Blinding Breath. The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be blinded 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.
Description
An osmium dragon is a dragon of the stars, the galaxy, and the night sky. Though they are swift to bring justice, they prefer to remain anonymous and hidden. They enjoy the mystery more than the fame.
Tall frills and large wings define an osmium dragon. The membranes of the dragon's wings perfectly mimic the night sky, containing hundreds of small, scattered stars that shift and twinkle. This is why they are impossible to see on a clear night.
Lair and Lair Actions
An Osmium Dragon’s Lair
Osmium dragons live on high peaks or near large bodies of calm, still water to always be close to the stars from which their ancestors came. Their lair will often be open to the sky so they may view the cosmos at any time they please. They collect maps of constellations and almost always know the exact positions and names of the stars. Whether this is instinctual or it comes from hours of difficult studying, it is hard to say.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- 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 15 Charisma saving throw or be banished to the Astral Plane. To escape, the creature must use its action to make a Charisma check contested by the dragon’s. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.
Regional Effects
The region containing a legendary silver dragon’s lair 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.
- The stars in the night sky seem to be brighter more visible within 6 miles of the dragon's lair.
If the dragon dies, the effects fade in 1d10 days.
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