Cosmic Awareness. The Celestial Dragon has advantage on Wisdom (Perception) checks related to detecting celestial phenomena or locating creatures. It can sense disturbances in cosmic energies within a 50-mile radius and track creatures by their cosmic energy signatures.
Innate Spellcasting. The dragon's spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
- At will: Light, Dancing Lights, True Seeing
- 3/day each: Detect Magic, Moonbeam, Dispel Magic, Plane Shift
- 1/day each: Wall of Light, Greater Invisibility, Teleport, Meteor Swarm
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Radiant Aura. The dragon emits a bright, soothing light in a 60-foot radius. Allies within this radius gain resistance to radiant and necrotic damage. Additionally, allies have advantage on saving throws against being charmed or frightened while within the aura.
Multiattack. The dragon can make four attacks: one with its bite and three with its claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 36 (4d10 + 10) piercing damage plus 22 (4d10) radiant damage.
Claws. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 28 (4d6 + 10) slashing damage.
Starfire Breath (Recharge 5-6). The dragon exhales a stream of radiant energy in a 120-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 110 (20d10) radiant damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also blinded for 1 minute. A blinded creature can make another saving throw at the end of each of its turns, ending the effect on itself on a success.
Nebula Shroud (3/Day). The dragon can create a cloud of cosmic mist in a 60-foot radius centered on itself. The area becomes heavily obscured for creatures other than the dragon. The shroud lasts for 1 minute or until dispersed by a strong wind. Creatures within the shroud have disadvantage on attack rolls against the dragon, and it gains advantage on Stealth checks.
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.
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Celestial Flare. The dragon releases a burst of blinding light. Each creature within 60 feet of the dragon must succeed on a DC 25 Wisdom saving throw or be blinded until the end of their next turn.
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Astral Projection. The dragon phases into the Astral Plane, moving up to 60 feet. This movement does not provoke opportunity attacks and allows the dragon to move through objects and creatures.
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Radiant Pulse (Costs 2 Actions). The dragon emits a pulse of radiant energy. Each creature of the dragon's choice within 60 feet must make a DC 25 Constitution saving throw, taking 66 (12d8) radiant damage on a failed save, or half as much damage on a successful one.
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Cosmic Resurgence (Costs 3 Actions). The dragon harnesses cosmic energy to heal itself. The dragon regains 80 hit points and can end one condition affecting it (charmed, frightened, paralyzed, or stunned).
Description
The Ancient Celestial Dragon is an awe-inspiring and majestic entity, embodying the highest forms of cosmic power and wisdom. Its scales glisten with the brilliance of a thousand stars, and its presence exudes an overwhelming aura of calm and authority. As a guardian of celestial balance and a conduit of cosmic forces, the dragon wields immense power and profound knowledge. It commands the forces of light and space with unmatched mastery, using its abilities to protect the universe from chaos and maintain the harmony of existence. Revered by celestial beings and mortals alike, the Ancient Celestial Dragon stands as a beacon of hope and order in the cosmos.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the dragon can take a lair action to cause one of the following effects. The dragon can’t take the same lair action two rounds in a row.
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Celestial Grasp. The dragon causes radiant energy to surge through its lair. Each creature of its choice within 120 feet must succeed on a DC 25 Dexterity saving throw or be restrained by glowing chains of light for 1 minute. A restrained creature can make another saving throw at the end of each of its turns, ending the effect on itself on a success.
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Cosmic Disturbance. The dragon creates a ripple in the fabric of reality. Each creature of the dragon's choice within 120 feet must succeed on a DC 25 Wisdom saving throw or be disoriented. While disoriented, creatures have disadvantage on attack rolls and ability checks until the end of their next turn.
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Radiant Shield. The dragon summons a protective barrier of radiant energy that lasts until the start of its next turn. The barrier provides the dragon and its allies within 60 feet with temporary hit points equal to 80 and resistance to all damage except psychic damage.
Regional Effects
The region containing the dragon's lair is profoundly affected by its cosmic presence, creating the following effects within 10 miles of the lair:
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Cosmic Light. The area around the lair is illuminated by a constant, ethereal light that mimics dawn or twilight. The light affects the environment, making it appear otherworldly and bright even during the darkest hours.
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Celestial Echoes. Echoes of celestial music or cosmic phenomena can be heard within the vicinity of the lair. These sounds are soothing to the dragon and its allies but may be disorienting or unsettling to others.
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Astral Gateways. Small rifts to the Astral Plane occasionally open near the lair. These rifts provide brief glimpses into other realms and may occasionally pull creatures or objects into or out of the lair. These rifts are typically harmless but can create unpredictable effects.
If the dragon dies, these effects fade over the course of 1d10 days.
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