Ethereal Sight. The dragon can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 5 (2d4) force damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Etherealness. The dragon enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.
Force Breath (Recharge 5–6). The dragon exhales pure force in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 40 (8d8) force damage on a failed save, or half as much damage on a successful one.
Description
The Ethereal Dragon ranges from sky blue to metallic turquoise to milky white, the first being the most common. They have eyes which start as stormy blue, but transition to shimmering hues of cerulean. The horns which sprout from their thin-crested heads swirl back towards their wings, shimmering as though moving.
Lair and Lair Actions
An Ethereal Dragon’s Lair
Ethereal dragons choose to lair in places where the wall between the Material and the Ethereal Planes is thin, allowing it almost effortless movement between the two planes. They will also choose lairs near natural sources of magic in mundane caves, derelict ruins, or forgotten and silent tombs.
To safeguard their hoard, ethereal dragons will place their treasures on the Ethereal Plane. Unlike other dragons, however, the amount of treasure an Ethereal Dragon amasses is typically small, but consists entirely of electrum and platinum pieces, mithril or adamantine weapons and armor, or magical items or artifacts. As such, they can typically be persuaded to aid an industrious adventurer with the gift of a magic item the dragon does not have. Likewise, so long as the dragon feels it is getting an equal deal, one can trade items with it.
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:
- A pillar of force shoots down in a 20-foot-high, 5-foot-radius column within 120 feet of the dragon. Each creature in the pillar's area must make a DC 15 Dexterity saving throw, taking 21 (6d6) force damage on a failed save, or half as much damage on a successful one. Additionally, flying creatures in the area are forced to the ground, but not injured by the movement.
- The dragon releases a blast of force in a 60-foot radius. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- Shimmering energy fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the area must succeed on a DC 13 Charisma saving throw or be banished to the Ethereal Plane until the end of its turn. It then reappears at a random location within 60 feet of the sphere, slightly confused but unharmed.
Regional Effects
The region containing a legendary ethereal dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Small magical anomalies, such as glowing blue motes of light or faint, ephemeral music, are common within 6 miles of the dragon’s lair.
- Water sources within 1 mile of the lair are unusually reflective and clear, as though they are portals.
- Shimmering magical fissures open randomly within 1 mile of the dragon’s lair form portals to the Ethereal Plane, allowing creatures of this plane into the world to dwell nearby.
If the dragon dies, these effects fade over the course of 1d10 days, but the magical anomalies persist for 3d4 years.







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