Gargantuan Dragon, Lawful Good
Armor Class 30 (natural armor)
Hit Points 2000 (30d20 + 252)
Speed 400 ft., Climb 400 ft., Fly 800 ft., Swim 400 ft., Burrow 400 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws STR +19, DEX +19, CON +19, INT +19, WIS +19, CHA +19
Skills Acrobatics +27, Animal Handling +27, Arcana +27, Deception +27, History +27, Insight +27, Intimidation +27, Perception +16, Stealth +7
Damage Resistances All
Damage Immunities Acid, Bludgeoning, Cold, Fire, Necrotic, Poison, Psychic, Radiant, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Metal Weapons
Senses Blindsight 200 ft., Darkvision 200 ft., Tremorsense 200ft, Truesight 200ft., Passive Perception 30
Languages All
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (10/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Astral Plane Blend As an action, the Dragon can blend with its surroundings to stealth advantage and +20 to Stealth

Amphibious The dragon can breathe air and water 

Change Shape. The Celestial Dragon magically polymorphs into a humanoid that has the same stats and abilities as its own, or back into its true self. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form. 

Spellcasting. The Ancient Celestial Dragon is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 30, +20 to hit with spell attacks). The Ancient Celestial Dragon has the following spells to choose from, which it may cast without material components:

Cantrips (All at will*): Dancing Lights, Mage Hand, Magic Stone, Spare the Dying, Fire Bolt, Shocking Grasp, Acid Splash, Poison Spray

1st level (4 slots): Detect Magic*, Detect Evil and Good*, Bane, Command, Comprehend Languages, Thunderwave

2nd level (3 slots): Blur*, Alter Self*, Misty Step*, Darkness, Blindness/Deafness, Invisibility, Scorching Ray, See Invisibility, Zone of Truth

3rd level (3 slots): Spirit Guardians*, Tongues*, Beacon of Hope, Counterspell,  Dispel Magic, Remove Curse, Slow, 

4th level (3 slots): Dimension Door*, Banishment**, Confusion, Greater Invisibility

5th level (2 slots): Contact Other Plane*, Dreams*, Dominate Person, Greater Restoration, Mass Cure Wounds, Wall of Force

6th level (2 slots): Forbiddance*, Guards and Wards, Heal, 

7th level (2 slots): Plane Shift*, Prismatic Spray*, Reverse Gravity*, Regenerate, Resurrection

8th level (1 slot): Demiplane*, Antimagic Field, Power Word Stun, Sunburst  

9th level (1 slot): Astral Projection*, Gate*, Imprisonment**, Mass Heal, Meteor Swarm, Prismatic Wall, Time Stop, True Resurrection, Wish

* The Ancient Celestial Dragon can cast these spells at will, without expending a spell slot.

 

**If the creature and the Dragon is in the Astral Plane when cast, the creature is sent back to which plane it came. If Imprisonment the creature can not ever return to the Astral Plane

Divine Attacks:  When the Celestial Dragon attacks, it deals an extra 10d8 radiant damage.

Divine Awareness: The dragon knows when it hears a lie.

Adamantine Spirit. 

  • Weapons the dragon weld are treated as adamantine. The dragon's unarmed strikes are similarly treated as adamantine weapons.
  • When an attack roll made against the dragon would score a critical hit, the celestial dragon may use his reaction to negate the critical hit, causing the attack to instead be treated as a normal hit. 1/Long rest

Adrenaline Rush. Once per short rest as a bonus action you can gain ONE of the following benefits lasting one minute:

  • Gain advantage on all attacks
  • Gain advantage on all saving throws

Siege Monster. The celestial dragon does double damage to objects and structures.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes five attacks.

Absorb Radiance:  The dragon is immune to the damaging effects of radiance. When the dragon is struck by a radiant attack, he absorbs the energy and heals an amount equal to the damage dealt. He cannot gain more than his normal maximum health in this manner, nor can he heal from any radiation that he emits himself.

Bite. Melee Weapon Attack: +20 to hit, reach 40 ft., one target. Hit: 200 (10d10 + 8) piercing damage. If the attack roll for this Bite is a natural 20, and the target is in Astral Plane via the Astral Projection spell or similar magic, the silver cord connecting the body of the creature to its soul is instantly destroyed - killing the physical body but keeping the astral body of the creature stuck in the astral plane forever.

Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 80 (8d10 + 9) slashing damage.

Tail. Melee Weapon Attack: +18 to hit, reach 60 ft., one target. Hit: 90 (9d10 + 10) 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 27 Wisdom saving throw or become frightened for 10 minutes. 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 5 rounds.

Stupefying Breath. The dragon exhales a beam of darkness psychic energy in a 150-foot long, 30-foot wide beam. Each creature in that area must succeed on a DC 30 Intelligence saving throw or become mentally drained. If the creature succeeds it gains immunity to it for 1  minute, and  if fails, the creature's Intelligence, Wisdom 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. A creature drained in this way may repeat the saving throw at the end of each of their turns to end the effect on themselves. 

*If on the Astral Plane, a creature affected by this breathe would also be unable to move, due to the nature of movement on this plane.

Prismatic Breath: The dragon rears back and exhales a blast of prismatic color in a 100-foot line that is 20 feet wide. Each creature must make a (DC 22) all saving throws, taking 210 (5d100) Prismatic Damage (Fire, Ice, Lightning, Necrotic, Force, Radiant, Acid, Poison)

Celestial Presence: Any creature within 100ft., of the dragon who is hostile, undead, demon, fiend, or not lawful good, takes 10d8 radiant and 5d10 psychic damage

 

Bonus Actions

Rage:  As a bonus action The Celestial Dragon can  tap into his rage state. This allows him to cause even greater damage than normal. The dragon gains an increase of +4 to all attack rolls and will saves while raging. In addition, he gains 4 temporary hit points per hit dice, raising his hit point total to 1070. The dragon can rage for 60 rounds per day while still performing all of his abilities. He may end his rage whenever he chooses without suffering any fatigue.

Discern Location:  The Celestial Dragon is capable of locating the closest creatures/ objects at will

Lingering Breath:  The celestial dragon can make an area radiant for 1d12 days. Any creature in, entering, or passing through takes 4d8 poison and 6d12 radiant damage.

Reactions

Teleportation: Can teleport behind the attacker and attack it.

Deflect: The dragon can deflect the attack back at the attacker as if it originated from itself. Creature must then make a DC 20 Dexterity saving throw taking full damage on a fail and half on a success.

Legendary Actions

The dragon can take 10 legendary actions, choosing from the options below. These can only be used 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 (with advantage if on the Astral Plane).

Spell. The dragon uses any from it's spell list.

Psychic Wind (Costs 2 Actions). The dragon causes a blast of psychic wind to emanate from itself. Each creature within 70 feet of the dragon must succeed on a DC 26 Intelligence saving throw or take 100 (10d10) psychic damage and become stunned for 1 minute. A creature stunned in this way may repeat the saving throw at the end of each of their turns to end the effect on themselves.

Tail Attack (1 Action). The dragon makes three tail attack

Breath Move (2 Actions). The dragon can move its head 10 ft left to right when using it's breath attack.

Spiral Attack (3 Actions). The dragon coils itself into a spring-like shape, then spirals out at extreme speeds. Each creature within 30 ft of the dragon must succeed on a (DC 25) dexterity saving throw, on a failed save, the creature can be repulsed back for 70 ft, suffering 12d10 force damage and are knocked prone, on a successful save the creature is repulsed 35ft and takes half damage.

Plane Shift(1 Action). The dragon can teleport all creatures within a 70ft radius of it to the Astral Plane.

 

Description

Not much is known about the Celestial dragon. To be able to even see one is the find a four leaf clover in the desert let alone to even be able to speak to one or touch it. Celestial Dragon's home is the Astral Planes where they spend all of their life. Celestial Dragons are said to be the oldest beings in all of the material planes and unlike the other dragons, they are the nicest and most humble. Celestial dragons are the strongest of all the dragons yet all they want is peace more than they want gold and treasure. They seek a place to call home where creatures that have gotten lost or stuck in the astral plane can live out their astral lives. Legends say that the Celestial Dragons can shapeshift into any creature that is smaller than it with ease and the only way to know it is a celestial dragon in disguise is because its eyes are not like normal creatures but filled with the dark of night and the stars, and planets that live in space. This is all of course legend and none of it can be proven as no actual documentation has been made.

Lair and Lair Actions

A Celestial Dragon’s Lair

Celestial dragons lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized celestial dragon lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dragon as it sleeps.

With its hoard well protected deep within the lair, a celestial dragon spends as much of its time outside the mountain as in it. For a celestial dragon, the great heights of the world are the throne from which it can look out to survey all it controls—and the wider world it seeks to control.

Throughout the lair complex, servants erect monuments to the dragon’s power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.

Lair Actions

On initiative count 15 or higher (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:

  • Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 20 Dexterity saving throw, taking 100 fire damage on a failed save, or half as much damage on a successful one.
  • A tremor shakes the lair in a 70-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 25Dexterity saving throw or be knocked prone.
  • Volcanic gases form a cloud in a 70-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 25 Constitution saving throw or be poisoned and incapacitated until the end of its turn. While poisoned in this way, a creature takes 5d6 damage
    • All gravity within 120 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 unable to propel themselves in any direction.
    • Astral wind buffets all creatures within 30 feet of the dragon, pushing all creatures 30 feet in a direction chosen by the dragon.
    • Dimensional portals open behind each creature of the dragon's choice within 30 feet. The target creatures must succeed on a DC 15 Strength saving throw, or be sucked into one of these portals. The portals can be to any plane of existence the dragon is aware of. A creature teleported in this way will return to the position they left at the end of their next turn.

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:

  • Small earthquakes are common within 6 miles of the dragon’s lair.
  • Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
  • Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.
    • Psychic Wind. Creatures approaching within 10 miles of the dragon's lair are affected by powerful forceful psychic wind causing 1d6 physic damage per hour the creature stays in the open wind and causes half movement towards the dragon's lair.
    Tidy Nest. If a creature not native to the astral plane is slain within 1 mile of the dragon's lair, its physical body is banished back to its plane from which it came. But the astral form, any gold or magic items the creature was carrying are not banished and are forever tethered to the astral plane, never to leave.

If the dragon dies, these effects fade over the course of 100 days

Habitat: ForestGrasslandHillMountain

watkinsn094

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