Gargantuan Dragon, Chaotic Neutral
Armor Class 22 (natural armor)
Hit Points 360 (18d20 + 132)
Speed 30 ft., fly 100 ft.
STR
24 (+7)
DEX
16 (+3)
CON
25 (+7)
INT
18 (+4)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws DEX +11, CON +15, WIS +10, CHA +12
Skills History +9, Perception +8, Persuasion +10, Stealth +6
Damage Immunities Psychic
Condition Immunities Charmed, Exhaustion, Unconscious
Senses Darkvision 120 ft., Truesight 120 ft., Passive Perception 24
Languages Common, Draconic
Challenge 25 (75,000 XP)
Proficiency Bonus +8

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Spellcasting. The Ancient Astral Dragon is a 13th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). The Ancient Astral Dragon has the following spells prepared, which it may cast without material components:

Cantrips (at will): dancing lights, mage handfire bolt

1st level (4 slots): bane, command, comprehend languages, detect magic

2nd level (3 slots): blur

3rd level (3 slots): dispel magicnondetection

4th level (3 slots): banishmentconfusion, freedom of movement

5th level (2 slots): synaptic static, wall of force

6th level (1 slot): arcane gate*, mental prison

7th level (1 slot):plane shift*, teleport

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

Actions

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: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 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 it's soul is instantly destroyed - killing the target creature.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) 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 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 dragon's Frightful Presence for the next 24 hours.

Stupefying Breath (Recharge 6). The dragon exhales a beam of psychic energy in a 150-foot long, 10-foot wide line. Each creature in that area must succeed on a DC 21 Intelligence saving throw or become mentally drained. For the next 1 minute, the creature's Intelligence 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. The effect can also be ended by greater restorationheal, or wish.

*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.

Legendary Actions

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 (with advantage if on the Astral Plane).

Tail Attack. The dragon makes a tail attack.

Cantrip. The dragon uses a Cantrip 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 30 feet of the dragon must succeed on a DC 21 Intelligence saving throw or take 18 (3d10) 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.

Lair and Lair Actions

An Astral Dragon’s Lair

An astral dragon’s lair is typically found upon a large chunk of rock, a long-dead god, or an abandoned Githyanki fortress floating in the Astral Sea.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • Discordant whispers fill the minds of all creatures within 150 feet of the dragon. Each affected creature must succeed on a DC21 Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from the dragon. The creature doesn’t move into an obviously dangerous space. On a successful save, the target takes half as much damage and doesn’t have to move away.
  • 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.

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:

  • Whispers of lost thoughts throughout the ages can be heard within 1 mile of the dragon's lair. The whispers are harmless, but speak in various languages and tones.
  • Whenever a creature with an Intelligence of 3 or higher comes within 150 feet of the dragon's lair, the dragon is aware of it's presence.

If the dragon dies, these effects end immediately.

Previous Versions

Name Date Modified Views Adds Version Actions
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5/7/2019 8:32:59 AM
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DJRankine

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