Huge Dragon, Unaligned
Armor Class 23 (natural armor)
Hit Points 418 (28d20 + 276)
Speed 80 ft., Fly 240 ft.
STR
22 (+6)
DEX
28 (+9)
CON
27 (+8)
INT
19 (+4)
WIS
16 (+3)
CHA
15 (+2)
Saving Throws DEX +18, CON +17, INT +13, CHA +11
Skills Acrobatics +23, Athletics +12, Perception +14, Stealth +16
Damage Immunities Necrotic, Poison, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 300 ft., Darkvision 300 ft., Truesight 150 ft., Passive Perception 24
Languages Celestial, Common, Deep Speech, Draconic
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Crimson Afterburn. While the valstrax is flying, a creature within 15 ft. of its flight path must make a DC 26 Dexterity saving throw. On a failed save, it takes 14 (3d8) fire damage or half as much damage on a success. If the valstrax takes the dash action, this damage is doubled.

Dive Attack. If the valstrax is flying and dives at least 120 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 36 (8d8) necrotic damage to the target and all other creatures within 30 ft. of the target (excluding the valstrax). The damage increases by 1d8 for every additional 10 ft. the valstrax flew beyond 120 ft. before it hit with its melee weapon attack. If the valstrax takes the dash action beforehand, the total necrotic damage dealt is doubled.

Dragonblight. When the valstrax deals necrotic damage to a creature, it must succeed on a DC 25 Constitution saving throw or be afflicted with dragonblight. While afflicted with dragonblight, the target can't deal cold, fire, lightning, necrotic, or thunder damage with its spells and attacks, and it can't impose any of the following conditions on other creatures: blinded, charmed, paralyzed, poisoned, and petrified. An afflicted creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Dragonblight can be cured early with the greater restoration spell or similar magic.

Dragonheart. While the valstrax's current hit points are below half of its hit point maximum, it gains resistance to cold, fire, lightning, and psychic damage, and it can score a critical hit on a roll of 17 to 20 on the d20.

Impact Event. Whenever the valstrax hits a creature that is no more than one size larger than it with a melee attack that is affected by its Dive Attack trait, the target and all other creatures that took necrotic damage from the valstrax's Dive Attack trait are knocked up to 60 (1d12 x 10 ft.) ft. away from the valstrax and also knocked prone. A creature smashed into a solid object takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If a thrown creature crashes into another creature, that creature must succeed on a DC 26 Dexterity saving throw or take the same amount of bludgeoning damage as the thrown creature and be knocked prone. If the valstrax scores a critical hit on the attack, the target and any creature it crashes into are also stunned until the start of the valstrax's next turn.

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

Magic Resistance. The valstrax has advantage on saving throws against spells and magical effects.

Meteoric Torrent. Attacking prone creatures doesn't impose disadvantage on the valstrax's ranged attack rolls.

Resentment. Until the end of its turn, the valstrax gains a +4 bonus to attack and damage rolls against any creature that has damaged it since the end of its last turn.

Star of Despair (Mythic, recharges after a long rest). If the valstrax falls to 0 hit points, it doesn't die or fall unconscious. Instead, the valstrax regains all of its hit points, gains 200 temporary hit points, and it regains any expended uses of Legendary Resistance. The valstrax then starts to emit a barrier of dragon energy and debris, causing the area within 30 ft. of it to become lightly obscured and is difficult terrain for all creatures it chooses. If the valstrax takes radiant damage, additional debris is flung from its body, causing the area to be stained with its essence for 5 minutes. A stained area functions as difficult terrain for all creatures except for the valstrax. Until the valstrax uses its Crimson Star Beam, a creature affected by this difficult terrain must spend 3 feet of movement for every 1 foot it moves in the area. Additionally, the valstrax can now use the options in the "Mythic Actions" section for 1 hour, it immediately saves against all ongoing conditions and effects, and gains 1 extra turn in the initiative order (roll initiative again to determine when its second turn occurs). The experience for fighting a Bloodstar Destroyer Valstrax after it activates this trait is 3x its standard XP value (465,000 XP).

The Red Comet. The valstrax doesn't provoke opportunity attacks when flies out of an enemies reach, difficult terrain doesn't cost it extra movement, and magic can neither reduce its speed nor can magic displace it against its will, such as with the Vortex Warp spell. Additionally, if the valstrax flies at least 80 ft. in a straight line, it can cast the plane shift spell (DC 24) as an action before the end of that turn.

Unusual Nature. The valstrax doesn’t require air.

Weakness Exploitation. When the valstrax has advantage on an attack rolls and it hits a target, its attack deals its maximum damage if the lower of the two d20 rolls would also hit the target (all extra damage dice must still be rolled).

Actions

Multiattack. The dragon makes two Bite attacks, two Tail attacks, and three Wing attacks. It can replace any attack for a Dragonbolt attack and/or any two attacks for any other available action at its disposal.

Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 6) piercing damage.

Wing. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 24 (4d8 + 6) piercing damage plus 9 (2d8) necrotic damage. If this attack hits a prone target, the target takes an extra 27 (6d8) necrotic damage.

Tail. Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 9 (2d8) necrotic damage and the target can't take reactions until the end of the valstrax's next turn.

Dragonbolt. Ranged Weapon Attack. +18 to hit, reach 120/320 ft., one target. Hit: 16 (4d8) necrotic damage plus 17 (3d8 + 9) bludgeoning damage. If a target is hit by this attack twice in one turn, its subjected to the effects of the Disintegrate spell (DC 26).

Bow Shock (Mythic). The valstrax focuses its debris at a point it chooses within 30 feet of it then causes the debris to burst in a 20-foot-radius sphere centered on that point. Each creature of the dragon’s choice in the area must make a DC 25 Constitution saving throw. On a failed save, the creature’s speed is halved and it has disadvantage on attack rolls until the end of the valstrax's next turn.

Crimson Salvo. The valstrax fires six draconic energy balls at up to 6 targets within 60 feet of it. A target must make a DC 26 Dexterity saving throw, taking 27 (6d8) necrotic damage on a failed save or half as much damage on a successful one. A creature targeted by 2 or more energy balls must make a saving throw for each one, and if the creature fails 2 or more of these saving throws, a Destructive Wave bursts from its location (necrotic only, DC 25). If the creature was on the ground, the energy remains in a 15-foot squared area centered on a point where the target was standing when the attack was made. At the start of the valstrax's next turn each creature in that area takes 9 (2d8) necrotic damage. In addition, once before the end of the valstrax's next turn, when it takes damage, it can use its reaction to make two Dragonbolt attacks.

Risen Twister (Recharge 5–6). The Valstrax charges up then spins around like a blender, with its wings acting like blades. Each creature in a 20-foot-radius, 40-foot-high cylinder centered on the valstrax must make a DC 26 Dexterity saving throw, taking 24 (4d8 + 6) slashing damage plus 9 (2d8) necrotic damage and be pushed up to 10 feet away and knocked prone on a failed save, or half as much damage be pushed 10 feet away and isn't knocked prone on a successful one. If 3 or more creatures fail the saving throw, a Circle of Death (7th level, DC 25) emits from the valstrax's location.

Crimson Star Beam (Recharge 5–6). The valstrax positions its wings in front of it to release accumulated draconic energy in a 120-foot line that is 10-feet wide. Each creature in that line must make a DC 26 Dexterity saving throw, taking 70 (20d6) necrotic damage on a failed save or half as much damage on a successful one. The valstrax fires two of these beams but they cannot overlap.  

In addition, if the valstrax's Star of Despair trait has activated in the past hour, the beam also unleashes a barrage of meteors that deals an additional 35 (10d6) bludgeoning damage and 35 (10d6) fire damage on a failed save or half as much damage on a successful one, and the valstrax's debris ignites. Until the start of the valstrax's next turn, whenever a creature other than the valstrax enters the area for ignited debris the first time or starts its turn there, it takes 5 (1d10) necrotic damage and 5 (1d10) fire damage.

Stellar Shower Ambush (2/Per Long Rest). The valstrax flies 1000 feet into the air without provoking opportunity attacks before showering the area below it with draconic orbs. Each creature within 60 feet of the space the valstrax left must make a DC 26 Dexterity saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one.

On its subsequent turn, the valstrax must use its action to slam into the ground in a space within 300 feet of its starting location. Each creature in a 30-foot radius sphere centered on the valstrax must make a DC 26 Dexterity saving throw, taking 112 (32d6) necrotic damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Throttle (1/Round). The valstrax takes the dash action.

Legendary Actions

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

Jet Uppercut. The valstrax makes a Wing attack with advantage.

Detect. The valstrax makes a Wisdom (Perception) Check.

Rocket Dash (Costs 2 Actions). The valstrax moves up to half its fly speed in a straight line. During this move it can move through other creatures. Each creature the valstrax moves through must succeed on a DC 26 Dexterity saving throw or take 24 (4d8 + 6) slashing damage plus 9 (2d8) necrotic damage and are knocked prone on a failed save. On a successful save, the target takes half damage and is not knocked prone.

Risen Twister (Costs 2 Actions). The valstrax recharges its Risen Twister and/or uses it.

Ground Zero Burst (Costs 2 Actions). The valstrax releases draconic energy in a 15-foot radius around it. Each creature in that area must make a DC 26 Dexterity saving throw, taking 31(2d8) necrotic damage on a failed save or half as much damage on a successful one.

Mythic Actions

If the Valstrax's "Star of Despair" trait has been activated in the past hour, it can use the following options as legendary actions:

Meteor Barrage. The valstrax makes 1d6 + 1 Dragonbolt attacks.

Twin Tail. The valstrax makes a tail attack. If the attack misses, it can make another tail attack as part of the same legendary action.

Crimson Salvo (Costs 2 Actions). The valstrax uses its Crimson Salvo.

Shooting Star (Costs 2 Actions). The valstrax moves up to twice its speed in a straight line; if the valstrax is grappled, it automatically breaks the grapple at the start of this movement. Each creature in the line takes 12 (3d8) thunder damage and must make a DC 23 Strength saving throw. A creature under the effects of the valstrax's Bow Shock has disadvantage on this saving throw. On a failure, a creature takes 24 (4d8 + 6) bludgeoning damage plus 12 (3d8) necrotic damage and is flung up to 20 feet away from the valstrax's path and knocked prone. On a success, the creature takes half as much bludgeoning damage and isn’t flung away or knocked prone.

Crimson Star Beam (Costs 3 Actions). The valstrax recharges its Crimson Star Beam and uses it.

Description

Valstrax is a slender Elder Dragon covered in gleaming silver scales. Its most notable feature is its wings, which have fused into a trident-like structure. Its back is lined with fin-like projections. Its head has a small crest and its eyes are blue.

Valstrax is covered in reflective silver scales that give this monster its slim appearance. Like most other Elder Dragons, valstrax has six limbs: four legs and a pair of wings. Unique to valstrax are its trident shaped wings. The wings of the valstrax are versatile and flexible being able to stretch the arm appendages to hit far-reaching targets, expanding its wings resembling a three-fingered claw for wider area of attack or closing the wings to make use of the blade-like tip on the frontal end of the wings that is commonly used with the stretching appendages as "jabs" akin to that of a spear for accurate attacks. On the ends of both of the wings are three openings that fire off energy produced via a special organ in its chest that sucks in the air before releasing it out through the wings as a form exhaust. This allows it to fly at outrageous speeds, making it the fastest flying monster known today. When flying at high speeds, it looks like a "red comet" in the sky, showing  that at its highest speed no one can identify it easily.

Valstrax can also flip its wings in two different directions: Backwards; for flying at high speeds, and Forward; attacking foes from a distance by using the energy as projectiles. Valstrax's breathing methods are nearly identical to birds in a sense. The special organ in its chest is constantly glowing red and occasionally pulses whenever valstrax decides to use it for certain actions, such as flying.

Valstrax are quite calm when not disturbed, but will turn extremely aggressive if they feel threatened in any way. No matter the foe, valstrax have a variety of ways of fighting off     threats. This is the reason why it is sometimes called the Silver Wing of the Evil Star or Sky Comet Dragon. Though valstrax are quite calm in the sky, they occasionally will mistakenly crash into objects in the air from their shocking flying speeds. These objects can be about the size of an Airship or even a Flying Wyvern.

Due to the rampant dragon energy, Crimson Glow Valstrax has permanent glowing red marks connecting from the chest to the wings, showing up on the sides and wing-arms. The wings have a different design than a normal Valstrax's wings, looking more like exhaust vents, and are covered in glowing red color similar to a normal enraged Valstrax. When inhaling air, the wings will glow a bright red and start spewing out dragon energy. When angered significantly, the energy starts to burst out in the form of large energy spikes on its head, and the whole torso glows red in color, with large amounts of dragon flame coming out of the chest and sides.

Should a Crimson Glow Valstrax achieve symbiosis with its dragon energy, it evolves further into a true monster: a Bloodstar Destroyer Valstrax. The Bloodstar Destroyer is the most territorial and aggressive of all the valstrax, easily capable and willing to decimate entire cities in less than a few hours simply because it doesn't like how the settlement looks or it obscures its view of its territory. The valstrax's wings are even more terrifying to behold, looking more akin to a giant pair of glowing red claws instead of wings, constantly emitting its dragon energy its immediate area, leaving its immediately area obscured with debris and energy clouds. The creature's tail also extends and becomes a deadly club that weakens a creature's reaction time. However, should the creature be in true danger, the valstrax's Crimson Beam now unleashes a torrent of meteors and its ranged attacks now knocks creatures around like a meteor's impact. The valstrax gained the name Bloodstar Destroyer thanks to its ability to manipulate its dragon energy as if it was a rain of meteors as it flies, bringing utter ruin to all in its path of carnage.

Lair and Lair Actions

A Valstrax's Lair

Valstrax's dwell on mountain tops and towering sea spires where the sea meets the land, favoring sites where large migrations of huge fauna pass through. They make their lairs either at the pinnacle of these mountains and spires or in caves set into sea cliffs.

Lair Actions

On initiative count 20 (losing initiative ties), the valstrax can take one of the following lair actions; the valstrax can’t take the same lair action two rounds in a row:

Roar. The valstrax unleashes an ear-splitting, shrieking roar that can be heard up to 3 miles away. Creatures within 120 ft. of the valstrax must succeed on a DC 24 Wisdom saving throw or be frightened of the valstrax for 3 minutes. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. A creature that takes necrotic damage while frightened of the valstrax has disadvantage on the repeated saving throw.

Rocket Power. The valstrax takes the dash. The effect of the dash lasts until initiative count 20 on the next round, and until initiative count 20 on the next round, the valstrax deals additional fire damage on its damage rolls equal to half of any necrotic damage it deals (rounded down), and attack rolls against it are at disadvantage.

Jetstream. The valstrax emits four 30-foot-high, 10-foot-radius jets of dragon energy and dust that erupt from different points it can see within 300 feet of it. Each jet lasts until initiative count 20 on the next round, and for the duration, the area is heavily obscured. Whenever a creature enters the area for the first time on a turn or starts its turn there, it takes 10 (3d6) necrotic damage and 10 (3d6) poison damage.

Meteor Rain. The valstrax creates a swarm of meteors made up of dragon energy and burning debris that descend from the skies. 7 (3d4 + 1) meteorites that reach the ground each strike a different point the valstrax can see within 120 feet of it. Each creature within 5 feet of an impact must succeed on a DC 26 Dexterity saving throw or take 7 (2d6) bludgeoning damage, 7 (2d6) fire damage, and 7 (2d6) necrotic damage and be knocked prone.

Dragonforce. The valstrax unleashes a shockwave and draconic energy in a 90-foot-radius. All creatures in the area must succeed on a DC 25 Constitution saving throw or be afflicted with dragonblight (see dragonblight) for a number of minutes equal to a creature's PB + 6.

Regional Effects

The region surrounding a legendary topaz dragon’s lair is altered by the dragon’s magic, creating one or more of the following effects:

Thriving Wildlife. Giant squid and other large fauna are attracted to the sea within 6 miles of the lair, migrating and hunting there in large numbers.

Dust Clouds. Clouds of gas and dust lightly obscure the area within 6 miles of the lair

Dragon's Taint. Water within 1 mile of the lair is infused with the valstrax's dragon energy. An enemy of the valstrax that drinks this water must succeed on a DC 15 Constitution saving throw or become poisoned until it finishes a short or long rest. While poisoned this way, a creature becomes vulnerable to necrotic damage and has its reistnaces and immunities to necrotic damage suppressed.

Dread Sky. The open sky within 6 miles of the lair makes creatures on the ground uneasy and fearful, thinking something is going to attack from above at any moment.

If the valstrax dies, the population of giant fauna in the region returns to normal levels over the course of 1d10 days, and tainted waters return to normal after 3d6 days

Habitat: Mountain

McFlyDragonEye

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