Gargantuan Dragon, Chaotic Neutral
Armor Class 17 (natural armor)
Hit Points 372 (24d20 + 120)
Speed 20 ft., Fly 60 ft.
STR
25 (+7)
DEX
10 (+0)
CON
20 (+5)
INT
18 (+4)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws INT +10, WIS +9, CHA +8
Skills Perception +9
Damage Vulnerabilities Necrotic
Damage Resistances Damage from Spells
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft., Passive Perception 19
Languages Draconic, Telepathy 90 ft.
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Astral Origins. The astral drake can freely travel to the astral plane and back, and does not need to breathe.

Suggestion (1/Day). The dragon can cast suggestion, requiring no spell components and using Intelligence as the spellcasting ability.

Legendary Resistance (2/Day). If astral drake fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The astral drake makes three attacks: one with its bite and two with its claws. It can make one astral fang attack in place of its bite attack.

Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage. If the drake grapples a target this attack automatically hits that target.

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage.

Astral Fang. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 23 (3d10 + 7) radiant damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be grappled and restrained.

Frightful Presence. Each creature of the drake choice that is within 120 feet of the drake and aware of it must succeed on a DC 18 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 drake's Frightful Presence for the next 24 hours.

Astral Breath (Recharge 5–6). The astral drake exhales radiant energy in a 45-foot cone. Each creature in that area must make a DC 22 Charisma saving throw, taking 70 (20d6) force damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The drake 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 drake regains spent legendary actions at the start of its turn.

Detect. The drake makes a Wisdom (Perception) check.

Claw. The drake makes one Claw attack.

Astral Crunch (Costs 3 Actions). The drake sends the grappled target to the astral plane, dealing 40 (6d10 + 7) force damage. The target reappears in (1d6) turns within 30 ft of where they were in the material plane.

Lolgod2

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