Gargantuan Dragon, Typically Neutral
Armor Class 23 (natural armor)
Hit Points 573 (28d20 + 280)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
30 (+10)
DEX
16 (+3)
CON
30 (+10)
INT
26 (+8)
WIS
20 (+5)
CHA
28 (+9)
Saving Throws DEX +11, CON +18, WIS +13, CHA +17
Skills Perception +13, Stealth +6
Damage Immunities Force, Radiant
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Common, Draconic
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

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

Limited Magic Immunity. The Dragon is immune to spells of 3rd level or lower, and has advantage on spell saving throws against spells of 6th level or lower.

Stardust Resurrection (Recharge after short or long rest). If the dragon is hit with an attack that would kill it, its HP is reset to 425, its breath weapon is recharged and any spent legendary resistances are restored, it can now also use its mythic actions as legendary actions.

Magic Weapons. All the dragon’s attacks are magical.

Actions

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: +17 to hit, reach 10 ft., one target. Hit: 24 (2d10 + 13) piercing damage plus 17 (5d6) force damage.

Claw. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 21 (2d6 + 14) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 20 (2d8 + 11) 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 22 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.

Supernova Breath (Recharge 5–6). The dragon exhales cosmic energy in a 90-foot cone, or in a 120 foot line that is 10 feet wide. Each creature in that area must make a DC 24 Dexterity saving throw, taking 129 (37d6) force damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 5 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.

Bonus Attack. The dragon makes a claw or tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 30 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 22 (2d6 + 15) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Mythic Actions

The Dragon can take 3 mythic actions, choosing from the options below. Only one mythic can be used at a time and only at the end of another creature’s turn. The dragon regains spent mythic actions at the start of its turn. The Dragon can only use its mythic actions if the Stardust resurrection trait has been activated, after the stardust resurrection trait is recharged the dragon can no longer use its mythic actions until the trait is used again.

Brilliant Storm. The Dragon selects an unoccupied space with in 240 feet of it, that then extends into a 60 foot sphere originating from the selected space, any creatures in that space must make a DC 20 constitution saving throw, taking 32 (5d12) radiant damage on a failed save, and half as much on a successful one.

Antimatter Carronade (Costs 3 actions). Bursts of antimatter attack any creature of the dragons choice within a 120 foot sphere originating from the dragon. Each selected creature must succeed on a DC 26 dexterity saving throw, taking 44 (8d10) force damage on a failed save, and half as much on a successful one.

Description

A nebula dragon is defined by its shining platinum colored scales, despite its coloration it is not a metallic dragon, nor a chromatic dragon. It is believed that these dragons originally were dragons that got stuck in the outer planes, and the abyssal energy of black holes fused with them. Though reckless when young Nebula dragons become fierce, intelligent and patient hunters. As noted by many, the Nebula Dragon’s supernova breath is so powerful it can create stars, which in turn also causes Solar Dragons to appear. 

Nebula Dragon’s are some of the most powerful dragons, with even their young being able to take on an entire adventuring party.

Once a Nebula Dragon reaches ancient status, it is an almost unstoppable threat, being capable of taking on even the strongest of the gem, metallic and chromatic dragons. These Dragons only fear 1 thing, the aspects of Bahamut and Tiamat.

Lair and Lair Actions

A Nebula Dragon’s Lair

A nebula dragons lair is usually a small planet, at least 100-500 kilometers in diameter, however they will only go to planets with black holes nearby, these dragons get their cosmic powers from the abyss of a black hole.

Nebula Dragon’s collect invaluable treasures by traveling to many planes, though their favored locations are other black holes and the outer planes.

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:

  • Black matter congregates around the dragon, it can then send some of it at a target, the target must succeed on a DC 15 constitution saving throw or be paralyzed.
  • Cosmic energy surrounds a chosen target, then the target must succeed on a DC 13 dexterity saving throw or take 20 radiant damage and be incapacitated
  • Bursts of cosmic energy erupt from the ground, anything affected by them must succeed on a DC 13 constitution saving throw or be sent to a random plane of existence.

Regional Effects

The region containing a legendary nebula dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Any creature within 100 miles of the black hole must succeed on a DC 20 strength saving throw or be sucked into the black hole, where they then die.
  • Random fissures in reality spontaneously appear within 1,000 miles of the lair. This fissures if entered can lead to a random plane.
  • All creatures within 1,000 miles of the lair are inclined to go towards the black hole. In order to rid of this effect the affected creature must succeed on a DC 19 intelligence saving throw, they can only do 1 saving throw per hour, if they succeed they are immune to this effect for the next 24 hours.

If the dragon dies, the black hole remains but the other effects fade over the course of 1d10 days.

_Mese_

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