Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Bread In Light: The celestial dragon is immune to radiant damage, and being blinded. It is also resistant to fire damage.
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: +12: to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus (2d8) radiant damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) 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 16 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.
Radiant Breath (Recharge 5–6) The dragon exhales a radiating blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking (12d8) radiant damage on a failed save, or half as much damage on a successful one. On a failure, creatures are also blinded for 1 minute, and take 1 level of exhaustion. Creatures may remake their constitution saving throw, ending the blindness on a success.
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.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
The celestial dragon is a milky white and golden colored dragon. When this dragon opens its mouth, you can see a bright light from within radiating. This dragon is typically good, and doesn't do evil.
Lair and Lair Actions
A Celestial Dragon’s Lair
Celestial dragon lair's usually sit on the peaks of mountains closest to the sky. The celestial dragon is in the family of dragons that is typically lawful. Often times celestial dragons lairs are lit brightly by magic such as continual flame, or daylight. Some celestial dragons may also work with angels, or beings that do well in their eyes.
A legendary celestial dragon’s innate magic deepens light in the area around its lair. Mountain caverns are vastly lit by the celestial dragon’s presence. A celestial dragon can often detect intruders by the way the intruder's shadows might catch the light and block it.
A celestial dragon rests in its bright mountain lair. Often using light to blind its foes and burn the body with radiance.
Lair Actions
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:
- Blaring light: light orbs in the dragon's lair ignite with radiance, creatures moving with their eyes open walk as if they're on difficult terrain. Creatures also have disadvantage on ranged attacks. This lasts until the lairs next turn.
- Explosive light: Every light orb explodes in a radius of 20 feet. Every creature within the radius must make a DC 16 constitution saving throw or take 4d10 radiant damage. After all of the orbs explode, 5 new orbs spawn within 40 feet of the dragon.
- Revealing light: Invisible creatures within 30 feet of the orbs are revealed until the lairs next turn. The invisible creature loses advantage, and attacks against it are straight rolls.
Regional Effects
The region containing a celestial dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- The dragon's lair is absurdly well lit. Creatures in the area may never be hidden by darkness, creatures get disadvantage on stealth checks, and any darkness spells are nullified in its lair.
- Chaotic creatures within the dragon's lair feel a sense of uncertainty.
- Creatures that cast any spell related to necromancy, or reviving chaotic creatures, must make a DC 16 wisdom saving throw, or nothing happens, and they lose their spell slot. (revivify, raise dead)
If the dragon dies, the light fades within 1 day.
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