Ice Walk. Celestine can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Legendary Resistance (3/Day). If Celestine fails a saving throw, it can choose to succeed instead.
Disarming Attack. When Celestine hit a creature with a weapon attack, they can expend 1d6 to attempt to disarm the target, forcing it to drop one item of their choice that it’s holding. They add the 1d6 to the attack’s damage roll, and the target must make a DC 23 Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Action Surge. On Celestine's turn, they can take one additional action. Once they use this feature, they must finish a short or long rest before they can use it again.
Blade Breaker. Celestine is a 4th-level Fighter. Its maneuvers have a DC of 23, and she has 8 maneuver points. They have the following maneuvers prepared:
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Wall of Blades (2 points). When Celestine is hit with a weapon attack, they can use their reaction and spend 2 maneuver points to make a weapon attack against the creature attacking them. They can replace your AC with the result of this attack roll until the beginning of Their next turn, including against the triggering attack, potentially causing it to miss.
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Commanding Grasp (2 points). As an action, Celestine can spend 2 maneuver points and attempt to grab a creature at a distance. Choose a creature of their size or smaller within 30 feet that they can see. The target must succeed on a Strength saving throw or be teleported to an unoccupied space next to Celestine and become grappled by her.
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Blade of Eternal Demise (3 points). As an action, Celestine can spend 3 maneuver points and imbue their claws with magic and declare a single creature. For the next 8 hours, the claws are magical and if they deal damage to the declared creature, it also reduces the target’s maximum hit points by same amount. This reduction lasts until the target finishes a long rest. If the declared creature dies from damage dealt by the imbued weapon, it cannot be returned to life by magic for as long as the weapon is touching the creature.
Multiattack. Celestine can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) 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.
Cold Breath (Recharge 5–6). The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.
Second Wind. Celestine has a limited well of stamina that they can draw on to protect themself from harm. On their turn, they can use a bonus action to regain hit points equal to 1d10 + their fighter level. Once they use this feature, they must finish a short or long rest before they can use it again.
Chromatic Infusion. As a bonus action, Celestine's claws infuse with one of the following damage types: acid, cold, fire, lightning, or poison. For the next minute, they deal an extra 1d6 damage of the chosen type when it hits. After they use this bonus action, they can't do so again until they finish a long rest.
Stance of the Blade Breaker. When Celestine rolls initiative, they can choose to enter one stance that they know. They can also change between stances they know as a bonus action.
- Bull. Celestine crouches low to the ground, holding their claws close to their body, prepared to charge. While in this stance, whenever a creature of their size or smaller hits them with a melee weapon attack, they can use their reaction to push it away. The creature that attacked them must succeed on a Strength saving throw or be pushed 5 feet away from her.
- Punisher. Celestine rears back, preparing to bring their body down like a guillotine, but leaving themself open to attacks. While in this stance, her melee weapon attacks have advantage, but all attacks against her also have advantage.
- Serpent. Celestine shifts their weight forward, poised to strike like a viper. While in this stance, their reach increases by 5 feet on their turn.
- Mithral. Celestine shifts their weight to the back of their feet and prepare to move at the slightest provocation. While in this stance, they have advantage on Dexterity saving throws.
Reactive Resistance. When Celestine takes acid, cold, fire, lightning, or poison damage, they can use your reaction to give themself resistance to that instance of damage. they can use this reaction 7 times, and they regain all expended uses when they finish a long rest.
Celestine 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. Celestine makes a Wisdom (Perception) check.
Tail Attack. Celestine makes a tail attack.
Wing Attack (Costs 2 Actions). Celestine beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
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