Legendary Resistance (3/Day). If Ragoth fails a saving throw, he can choose to succeed instead.
Multiattack. Ragoth can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of Ragoth's choice that is within 120 feet of him and aware of him 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 Ragoth's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5–6). Ragoth uses one of the following breath weapons:
Dream Breath. Ragoth exhales mist in a 90-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Moonlight Breath. Ragoth exhales a beam of moonlight in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 20 Dexterity saving throw, taking 49 (9d10) radiant damage on a failed save, or half as much damage on a successful one.
Spellcasting (Psionics). Ragoth casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17):
1/day each: blink, control water, dispel magic, protection from evil and good, sending
Psychic Step. Ragoth magically teleports to an unoccupied space he can see within 60 feet of him.
Ragoth 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. Ragoth regains spent legendary actions at the start of his turn.
Attack. Ragoth makes a claw or tail attack.
Wing Attack (Costs 2 Actions). Ragoth beats his wings. Each creature within 10 feet of him must succeed on a DC 20 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. Ragoth can then fly up to half his flying speed.
Psionics (Costs 3 Actions). Ragoth uses Psychic Step or Spellcasting.
Description
Ragoth, the Architect of Prismeer, is an adult white dragon who became lost in the Feywild as a wyrmling. He was befriended by Tostyn, a moonstone dragon, until the two of them were taken in by Zybilna after she created Prismeer. Tostyn made his lair around the Astronomer's Throne in one corner of Prismeer while Ragoth made his in Zybilna's old workshop, the Arcane Clocktower. Over time, Ragoth discovered Zybilna's secret identity — that of Tasha the archmage — and began participating in her clandestine projects that she would hide away to perform, away from the guise of queen.
Ragoth was influenced by the Feywild's magic, close to becoming a fey like Zybilna had himself, and she accelerated the process by combining him with the essences of an adult moonstone dragon and an adult amethyst dragon. With his new abilities that surpassed any other white dragon, he was content with his life in Prismeer. However, all of that changed when the Hourglass Coven took over and froze Zybilna in time. As Ragoth's essence was so closely tied to hers, he was frozen as well, protected by the clocktower's magic so that her enemies wouldn't be able to enthrall and control him if she were ever incapacitated.
Lair and Lair Actions
A Moonstone Dragon’s Lair
For their lairs, moonstone dragons look for places kissed by the moon; lonely peaks, forest clearings, and placid lakes are among their favorite sites. Their whimsical nature makes them more likely than other dragons to establish multiple lairs even at a young age. They link their scattered sites with magic portals, often splitting their time between the Feywild, the Material Plane, and the Ethereal Plane.
The challenge rating of a legendary moonstone dragon increases by 1 when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row:
Banish into Dream. The dragon targets a creature it can see within 120 feet of it and attempts to send that creature to a dream plane. The target must succeed on a DC 15 Charisma saving throw or be banished to a harmless demiplane until initiative count 20 on the next round. While there, the target is stunned. When the effect ends, the target reappears in the space it left or in the nearest unoccupied space.
Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature.
Spatial Projection. The dragon chooses a space it can fit into within the lair. It exists in its own space and the chosen space simultaneously until initiative count 20 on the next round. Whenever it moves or takes an action, it chooses which version of itself is moving or acting. If an effect or attack can target both of the dragon’s spaces at the same time, the dragon is affected only once.
Regional Effects
The region surrounding a legendary moonstone dragon’s lair is altered by the dragon’s magic, creating one or more of the following effects:
Dream Communication. 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.
Planar Transition. The veil between planes is thinned near a moonstone dragon’s lair. Various portals link the Material Plane, the Feywild, and the Border Ethereal within 6 miles of the lair. Creatures can pass through a portal in either direction by spending 5 feet of movement.
If the dragon dies, any portals near the lair close immediately.