Cosmic Awareness. The Celestial Greatwyrm has advantage on Wisdom (Perception) checks related to detecting celestial phenomena or locating creatures. It can sense disturbances in cosmic energies within 100 miles and track creatures by their cosmic energy signatures.
Innate Spellcasting. The dragon's spellcasting ability is Charisma (spell save DC 28, +18 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
- At will: Light, Dancing Lights, True Seeing, Foresight
- 3/day each: Detect Magic, Moonbeam, Dispel Magic, Plane Shift
- 1/day each: Wall of Light, Greater Invisibility, Teleport, Meteor Swarm, Wish
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Radiant Aura. The dragon emits a brilliant, soothing light in a 120-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 five attacks: one with its bite and four with its claws.
Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 42 (5d10 + 11) piercing damage plus 27 (5d10) radiant damage.
Claws. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 34 (5d6 + 11) slashing damage.
Starfire Breath (Recharge 5-6). The dragon exhales a vast stream of radiant energy in a 150-foot cone. Each creature in that area must make a DC 28 Dexterity saving throw, taking 132 (24d10) 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 dense cloud of cosmic mist in a 120-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.
Legendary Actions
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 120 feet of the dragon must succeed on a DC 28 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 massive pulse of radiant energy. Each creature of the dragon's choice within 120 feet must make a DC 28 Constitution saving throw, taking 88 (16d8) 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 120 hit points and can end one condition affecting it (charmed, frightened, paralyzed, or stunned).
Description
The Celestial Greatwyrm is the ultimate embodiment of cosmic power and divine authority, radiating an overwhelming aura of celestial majesty. Its scales shimmer with the brilliance of countless stars, and its presence commands awe and reverence. As a guardian of the highest celestial realms, the Greatwyrm wields unparalleled control over radiant energy and cosmic forces. It serves as a protector of universal balance, using its immense power and wisdom to uphold order and harmony across the cosmos. Revered by both celestial beings and mortals, the Celestial Greatwyrm is a beacon of hope and stability, its very existence a testament to the grandeur and order of the universe.
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 28 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 massive ripple in the fabric of reality. Each creature of the dragon's choice within 120 feet must succeed on a DC 28 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 an immense protective barrier of radiant energy that lasts until the start of its next turn. The barrier provides the dragon and its allies within 120 feet with temporary hit points equal to 120 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 30 miles of the lair:
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Cosmic Light. The area around the lair is bathed in a constant, celestial light that mimics the brilliance of a clear night sky or dawn. The light makes the environment appear otherworldly, even during the darkest hours.
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Celestial Echoes. Echoes of ethereal 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. Numerous rifts to the Astral Plane open sporadically near the lair. These rifts offer brief glimpses into other realms and may occasionally transport creatures or objects to or from 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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