Gargantuan Dragon, Neutral
Armor Class 26 (Natural armor)
Hit Points 600 (30d20 + 300)
Speed 70 ft., Fly 150 ft., Swim 70 ft., Climb 70 ft.
STR
30 (+10)
DEX
18 (+4)
CON
30 (+10)
INT
25 (+7)
WIS
28 (+9)
CHA
30 (+10)
Saving Throws CON +19, INT +16, WIS +18, CHA +19
Skills Athletics +28, Insight +18, Perception +18
Damage Resistances Necrotic, Poison, Radiant
Damage Immunities Bludgeoning, Force, Piercing, Psychic, Slashing
Senses Truesight 120ft, Passive Perception 25
Languages All, Telepathy 120ft
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

True Origin (Recharges after a Short or Long Rest). If The aspect would be reduced to 0 hit points, its current hit point total instead resets to 550 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, The aspect can now use the options in the “Mythic Actions” section for 1 hour.

Incorporeal Movement. The aspect can move through other creatures and objects as if they were difficult terrain.

Unusual Nature. The aspect doesn’t require food, drink, sleep, or air.

Legendary Resistance (5/Day). If the aspect fails a saving throw, it can choose to succeed instead.

Spellcasting (Divine). The aspect can cast the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell to hit +19, spell save DC 27):

at will: plane shift, forbiddance (as an action), divine word

Actions

Multiattack. The aspect makes one Bite attack, one Rending Claw attack, and one Tail attack. 

Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 23 (2d12 + 10) force damage plus 22 (4d10) psychic damage.

Rending Claw. Melee or Ranged Spell Attack: +19 to hit, reach 15 ft. or range 120 ft., one target. Hit: 21 (2d10 +10) force damage.

Tail. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 23 (2d12 + 10) force damage. If the target is a creature, it must succeed on a DC 27 Strength saving throw or be knocked prone.

Breath Weapon (Recharge 5–6). The aspect uses one of the following breath weapons:

Breath of the Beginning. The aspect exhales its divine energy in a 300-foot cone. Each creature in that area of the aspect’s choice regains 71 (13d10) hit points, and each creature in that area of the aspect's choice that has been dead for no longer than 24 hours is restored to life with all its hit points. All creatures affected by this breath benefit as if the greater restoration spell was cast on them.

Breath of the End. The aspect exhales a torrent of inconceivable energy in a 300-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw. On a failed save, the creature takes 71 (11d12) force damage. On a successful save, the creature takes half as much damage. On a success or failure, the creature’s speed becomes 0 until the end of its next turn.

Bonus Actions

Etherealness. The aspect enters the Astral or Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Astral or Ethereal, and vice versa, yet it can't affect or be affected by anything on the other planes.

Legendary Actions

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

Attack. The aspect makes one Rending Claw or Tail attack.

Furious Bite (Costs 2 Actions). The aspect makes one Bite attack. If the attack hits a creature, the target must succeed on a DC 27 Wisdom saving throw or become frightened of the aspect until the end of the target’s next turn.

Mythic Actions

If the aspect’s Origin Awakening trait has activated in the last hour, it can use the options below as legendary actions.

Planar Attack (Costs 2 Actions). The aspect mimics the effects of either the plane shift or divine word.

Psychic Crush (Costs 3 Actions). The aspect unleashes a pulse of psychic power. Each creature of the aspect’s choice in a 60-foot-radius sphere centered on it must make a DC 27 Intelligence saving throw. On a failed save, the creature takes 55 (10d10) psychic damage and is stunned until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t stunned.

Description

The spectral dragon that rules over the astral and ethereal. No one knows the origins of this dragon or how it got to where it is, but some theorize that it is a child of Ao and sibling to the other dragon gods, Bahamut and Tiamat. Not even its name is known so it was given the name, the Astral Wyrm or the Wyrm of Origin. It almost never speaks but when it does, it seems to know all the languages of the one it is speaking to and only gives warning to the who are in damage or are in its territory, forcing them out if it has to.


Optional features: The aspect of Origin can have the following optional features

Possession (Recharge 6): As an action, One creature that the aspect can see within 5 ft. of it must succeed on a DC 27 Charisma saving throw or be possessed by the aspect; the aspect then disappears, and the target is incapacitated and loses control of its body. The aspect now controls the body but doesn't deprive the target of awareness. The aspect can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.

The possession lasts until the body drops to 0 hit points, the aspect ends it as a bonus action, or the aspect is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the aspect reappears in an unoccupied space within 60 ft. of the body. The target is immune to the aspect's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

Inhabit Object. As an action, The aspect disappears as it pours its essence into a Medium or smaller non-sentient object it can see within 60 feet of it, magically possessing it. The object uses the aspect’s AC, and any damage dealt to the object applies to the aspect's hit points. The aspect inhabits the object until it uses an action to leave; until it is turned; until it is reduced to 0 hit points; or until an effect that ends possession, such as a [Tooltip Not Found] spell, is used on it. When it leaves the object, it reappears in the nearest unoccupied space.

While inhabited, the object becomes a magic item if it wasn’t already. The aspect can cause the object to fly using its own flying speed, use its senses, speak verbally or telepathically, cast spells, and use its legendary actions or mythic actions.

If a creature wears or carries the inhabited object, the aspect can grant the creature the following benefits:

  • Each of the creature’s attacks deals an extra 5d8 force damage on a hit.
  • The creature gains immunity to psychic and force damage. 

Previous Versions

Name Date Modified Views Adds Version Actions
7/12/2023 1:26:22 PM
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5e
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8/27/2023 2:24:09 PM
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