Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Mind Trap (3/Day). As an action, dragon can chose a random hostile creature. That creature makes a Charisma Saving throw. On a fail, they are replaced by a small gem stone that fall to the ground. At the beginning of each of their turn, they take 10 psychic damage. At the end of their turn they can make a Wisdom saving throw to end the effect. The gem stone has 10 hit points. When those are reduced to 0, the creature returns.
Spellcasting. The Astral dragon has innate magic. It can cast the following spells as rituals, each taking one hour to cast without requiring material components.
At will Rituals: Comprehend Languages, Detect Magic, Identify, Speak with Animals, Augury, Locate Object, Dispel Magic, Arcane Eye, Locate Creature, Contact Other Plane, Legend Lore, Scrying, Find the Path
1/Day Rituals: Plane Shift, Teleport, Demiplane
3/Day: Magic Mouth
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its shoulder.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) psychic damage.
Shoulder. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) bludgeoning damage. The target is knocked prone.
Psychic Burst (Action). Ranged Weapon Attack: +17 to hit, range 60 ft., one target. Hit: 32 (2d12 + 20) 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 21 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.
Psychic Battering (Recharge 10 (d10)). The dragon exhales a Prismatic Spray Spell. Additionally, each creature in that area must make a DC 24 Strength saving throw, or are moved 15 ft away from the dragon and knocked prone.
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 Perception check.
Bite Attack. The dragon makes a bite attack.
Raise Minds (Costs 2 Actions). The dragon summons forth some minds under its control. It summons 1d4 Gazers. They act on the dragon's turn and are commanded by the dragon, requiring no action.
Description
Astral Dragons are sleek, thin dragons, with almost mammalian hands rather than mighty claws. Often they appear as milky white to cream scales with baby blue to a light purple underbelly. Their eyes are rarely ever in their sockets, as they have them floating as Scrying spells floating around their layer. And as such one who looks into them sees the Astral Sea as behind them. Their horns have hundreds, if not thousands, of small protrusions about the width of a humanoid finger. On most of these protrusions sit rings of various magic.
Lair and Lair Actions
Astral dragons lair in gigantic crystalline structures that form from their magic suffused egg. These spheres have gravity similar to that of the material plane, pulling anything not attached to the dragon towards the surface while inside. The horde of an Astral Dragon, most of which are just younger than time, have an unthinkable number and variety of magic items.
Once a creature has been inside the lair, it can return to the lair with a bit of concentration. However, few have ever been inside such a layer to do its impeccable camouflage.
A being of such pure magic, and highly protected by its mobile layer, has cast off most offensive magic innately. But their repertoire of magical items can make up for it if necessary.
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
- The outer edge of the spherical lair becomes somewhat transparent. The dragon can choose to move the lair up to 100 ft within the Astral Sea.
- The voids behind the eyes of the Astral Dragon turn black. The dragon can choose to move their Scrying eyes up to 100 ft within their lair. (The Dragon can see from both their magical eyes outside their head and where their eyes would be.)
Previous Versions
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Coming Soon
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