Huge Dragon, Typically Neutral
Armor Class 18 Natural Armor
Hit Points 285 (30d10 + 91)
Speed 40 ft., Fly 80 ft., Swim 60 ft.
STR
22 (+6)
DEX
18 (+4)
CON
23 (+6)
INT
18 (+4)
WIS
22 (+6)
CHA
16 (+3)
Saving Throws DEX +9, WIS +11
Skills Arcana +12, Insight +12, Intimidation +9, Stealth +10
Damage Vulnerabilities Psychic, Radiant
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Cold, Fire, Lightning, Necrotic, Poison, Thunder
Condition Immunities Blinded, Charmed, Petrified
Senses Truesight, Passive Perception 22
Languages Celestial, Common, Draconic, Primordial
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

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

Cosmic Defense. The astral dragon has advantage on wisdom saving throws and cannot be put to sleep through magic. It also cannot be charmed or affected by other magic that attempts to control its actions.

Otherworldly Drawback. Astral dragons can only be brought to the material plane through its specific amulet powering a magical summoning circle. As long as the circle is active, an astral dragon's power is greatly reduced. 

Actions

Multiattack. The astral dragon can use its Otherworldly Presence. It can then make three attacks- one with its bite, two with its claws. If it uses its tail, it can only do so twice. 

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one  target. Hit:  (3d10+5) piercing damage. 

Talons. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit: (3d6+7) slashing damage. 

Tail Spikes. Melee Weapon Attack: +12 to hit, reach 20ft., one target. Hit: (3d10+5) slashing damage. 

Otherworldly Presence. Each creature of the dragon's choice within 120 feet of the dragon and aware of it must succeed on a DC 15 wisdom saving throw or become frightened for one minute. A creature can repeat the saving throw at the end of their turn, ending the effect on a success. If a creature is successful or the affect ends for it, they are immune to the dragon's otherworldly presence. 

Cosmic Breath (Recharge 5-6 turns). The dragon exhales a bolt of pure cosmic energy in a 30-foot cone. Each creature within range must succeed on a DC 15 dex saving throw or take 15d8 force damage, half as much on a successful save. 

 

Legendary Actions

The dragon can take three legendary actions from the options below. Only one legendary action 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. 

Intangible Body (costs 3 actions). The dragon enters a state in which its body can not be touched by nonmagical attacks, rendering it immune to slashing, piercing, and bludgeoning damage. This is a difficult state to maintain so the dragon can only do it for the duration of one round of combat.

Rejuvenation (costs 2 actions). The astral dragon can regain 5d12 hit points which takes one full round of combat. During this time, it is paralyzed and cannot react to other creatures. 

Detect. The dragon makes a perception check. 

Tail Spikes. The dragon uses its tail to make a single attack. 

Description

Born of the stars and the light and the energy of planes far beyond the material, astral dragons are among the rarest and most powerful creatures in the Forgotten Realms. However, they do not fare well on the material plane, and their power is greatly reduced as long as their summoning circle is active. To the knowledge of even the most advanced planar researchers, only three astral dragons have ever existed and were born due to an energy anomaly. 

Weakened by their summoning circle and unable to break it themselves, most astral dragons will never see the material plane. The only way for them to be called to it is for their amulet- a powerful medallion engraved into their very scales- to fall from the heavens and land on the material plane. When this happens, the amulet often shatters. The pieces must be reunited to charge an astral dragon's summoning circle. 

If the circle is broken (which can only be done by the caster or by shattering their amulet), they are able to harness a greater percentage of their true power and become next to unstoppable. To send an astral dragon back to its plane of existence (which most often they want, as being disturbed often enrages them in the first place), they must have their amulet returned to them, by force or willingly. 

Previous Versions

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