Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Severing Bite. On a critical hit with its bite attack, the dragon instantly severs an astral traveler's silver cord, killing them instantly.
- Detect Extraplanar. The astral dragon has advantage on Perception checks made to detect creatures who are not native to the astral plane.
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.
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.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Psycic Wind. The dragon exhales a dark cloud in an 60-foot line that is 5 feet wide. Each creature in that line must succeed a DC 18 Constitution saving throw or suffer the mental effects of Psycic Wind, as per the DMG p.48
Scouring Dust. The dragon exhales astral dust in a 60-foot cone. Each creature in that area make a DC 18 Dexterity saving throw, on a failed save they take 45(13d6) slashing damage or half as much 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.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Move (Costs 2 Actions). The astral dragon moves up to half its speed
Lair and Lair Actions
An Astral Dragon’s Lair
- Lair Actions. An astral dragon makes its lair on some chunk of matter floating in the astral plane, often the massive petrified body of a dead god. On initiative count 20, the dragon causes one of the following effects:
- All gravity within 60 feet of the dragon is nullified. All creatures' standard walk speeds are reduced to 10 feet, and creatures in the air who lack a fly speed simply float in place.
- Astral wind buffets all creatures within 20 feet of the dragon, pushing all creatures 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:
- Psychic Wind. Creatures approaching within six miles of the dragon's lair are affected by psychic wind (DMG p. 48).
- Tidy Nest. If a creature not native to the astral plane is slain within 1 mile of the dragon's lair, its body is banished back to its home plane. There is a 20% chance it will be sent to another plane. Any gold or magic items the creature was carrying are not banished.
If the dragon dies, the tracks fade in 1d10 days, but the other effects fade immediately.
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