Voice of the Moon (Telepathy). Using telepathy, the dragon can magically communicate with any other creature within 60 feet of it.
Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.
Regeneration. The dragon regains 10 hit points at the start of its turn if it has at least 1 hit point.
Innate Spellcasting. The dragon’s innate spellcasting ability is Wisdom (spell attack modifier +7, saving throw DC 15). The dragon can innately cast a number of psionic spells, requiring no components.
At will: dancing lights, prestidigitation, detect magic
1/day: sanctuary, silvery barbs, detect thoughts, counterspell, dispel magic, nondetection, telekinesis
Multiattack. The dragon makes two attacks: One with it's claw and one with it's bite.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (1d8+4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.
Claw. Melee Finesse Weapon Attack: +7 to hit, reach 5 ft., one object or creature. Hit: 12 (3d4+5) slashing damage.
Sting. Melee Finesse Weapon Attack: +7 to hit, reach 10 ft., one object or creature. Hit: 10 (1d8 + 5) piercing damage, and the target must make a DC 15 Wisdom saving throw, taking 20 (4d10) radiant damage on a failed save, or half as much damage on a successful one.
Trance Breath (Recharge 5–6). The dragon exhales a puff of iridescent mist that is accompanied by the scent of violets in a 30 ft. cone or at one creature within range. The breath spreads around corners. The mist also affects creatures that do not breathe. Affected creatures must succeed on a DC 15 Wisdom saving throw, taking 18 (4d8) radiant damage on a failed save and half as much on a successful one, on a failed save for 1 minute, the target can’t take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:
1–4. The target takes no action or bonus action and uses all of its movement to slowly dance a trancelike dance back and forth between a random unoccopied space next to it and back.
5–6. The target does not move, the only thing it can do on its turn is make a Wisdom saving throw, ending the effect on itself on a success.
The dragon can suppress the damaging, or the trance effect of its breath.
Superior Invisibility. As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.
Change Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.
Moon Phasing. The dragon magically teleports to an unoccupied space it can see within 10 feet of it.
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Description
Moon Dragons tend to be of neutral alignment. One might think Moon Dragons are closely related to either Lunar Dragons, or Moonstone Dragons, but they share little with either. Rather, they are related to Fairie- and Pseudodragons. Their psychic abilities resemble those of most neutral Gem Dragons. Moon Dragons reside on a moon or in areas that have a close relation to the moon or similar celestial bodies from which they can observe the world and marvel at the creation thriving. The lair of a moon dragon slowly fades from its plane of origin and drifts into opalescent mists, forming, with time, its own demi-plane, like the reflection of a moon on water.
Instead of treasures, Moon Dragons collect stories and items that have a story about them. They watch the world and collect stories of mortals and immortals alike. They have an innate ability to know the story connected to an object and remember every item and its story in their possession.
Moon Dragons are corporeal and resemble purple dragons when they hatch, the older they get the more incorporeal and formless they become, looking more like an apparition caused by blacklight, rather than a being of flesh and scales. The increasing incorporealness causes them to become less and less affected by physical effects. More and more, their eyes resemble moons, showing no irises or pupils and glowing with dark light. The tip of their tail ends in a sharp stinger that can radiate blacklight and many say they see the truth, as a moon does when looking upon the world.
Their breath is not as dangerous, as the breath of their brethren, and in contrast to gem dragons, they have only one breath attack. Instead, they tend to fight with the blacklight of their stinger, which makes them dangerous in one-on-one combat.
Dazing Presence. Moon Dragons do not have a frightful presence, as most dragons do. They may radiate a presence that dazes creatures around them and puts them into a dream-like trance. While dazed creatures will not harm the dragon, as long as the dragon does not harm them. Each creature of the dragon's choice that is within 30 feet of the dragon and aware of it must succeed on a DC 12 Intelligence saving throw or become charmed 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 Dazing Presence for the next 24 hours. If a creature is dazed for the entire duration it completely forgets about the dragon afterwards.
Lair and Lair Actions
A Moon Dragon’s Lair
If not residing upon a moon itself, for their lairs, moon dragons look for places kissed by the moon; lonely peaks, forest clearings, and placid lakes are among their favorite sites besides actual moons. The lair of a moon dragon is slowly drifting further into the moonlight and separates from its plane of origin. The Lair drifts close to the Material Plane, the Feywild, Elemental Planes, and the Border Ethereal. The area is in constant twilight, being illuminated by glowing plants, and iridescent mists. Nature looks more and more like the Feywild and elemental effects are distorted, fire burns hot or cold, and objects seem to become lighter or heavier, etc.
The challenge rating of a moon dragon increases by 1 when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row:
Moon Tales. The dragon telepathically whispers to one creature within range of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature.
Moonlight Shadows. The dragon connects with the energies of its lair, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
New Moon. The dragon ends one condition affecting itself.
Regional Effects of the Dragon Lair
The region containing a moon dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
Twilight. The Land starts to resemble the Feywild more and more and is under a permanent effect similar to the Druid Grove, the mist glows in aurora-like colors and smells like violets, plants, and animals awaken at random and are friendly towards the dragon, nature thrives and grows into thick undergrowths and changes to become more feylike ove time.
Moonlight Shadows. Often the moon is reflected on water surfaces and other reflective surfaces in the area, through which the dragon can perceive the surroundings. Reflective surfaces within 6 miles of the lair are a conduit for the dragon’s psionic presence. As an action, the dragon can cast the spell clairvoyance, requiring no spell components and targeting any body of water in that region.
Moon Stories. Once per day, the dragon can cast the legend lore spell, requiring no spell components, naming any person, place, or object within 1 mile of the lair as the spell’s subject.
Previous Versions
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