Gargantuan Dragon (Archfey), Lawful Neutral
Armor Class 28 Natural
Hit Points 1950 (60d20 + 1320)
Speed 40 ft., Fly 80 ft.
STR
28 (+9)
DEX
10 (+0)
CON
30 (+10)
INT
20 (+5)
WIS
28 (+9)
CHA
24 (+7)
Saving Throws STR +18, DEX +9, CON +19, WIS +18, CHA +16
Skills Animal Handling +18, Arcana +12, History +12, Insight +16, Perception +16, Persuasion +14, Stealth +7
Damage Immunities Cold, Psychic
Senses Blindsight 60 ft, Darkvision 120 ft, Truesight 60 ft, Passive Perception 26
Languages Common, Draconic Telepathy 120 ft
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Amphibious. The dragon can breathe air and water.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.

Psionic Talent. The dragon has 15 psionic power points. It can spend these points to use the following abilities (save DC 26):

  •  Mind Thrust (3 points). One creature the dragon can see within 120 feet must make a DC 26 Intelligence saving throw, taking 6d10 psychic damage on a failed save, or half as much on a successful one.
  •  Telekinetic Movement (3 points). The dragon can move one object weighing 50 pounds or less that it can see within 120 feet up to 60 feet in any direction. It can also exert fine manipulation on an object.
  •  Psychic Shield (4 points). As a reaction when it takes damage, the dragon gains temporary hit points equal to 2d8 + its wisdom modifier.
  •  Psychic Domination (5 points). One humanoid the dragon can see within 60 feet must succeed on a DC 26 Wisdom saving throw or be charmed by the dragon for 1 minute. While charmed, the creature regards the dragon as a trusted friend to be heeded.

Spellcasting. The dragon is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 26, +18 to hit with spell attacks). It has the following druid spells prepared:

  •  Cantrips (at will): guidance, mending, poison spray, produce flame, resistance, shillelagh, thorn whip
  •  1st level (4 slots): cure wounds, entangle, faerie fire, thunderwave
  •  2nd level (3 slots): barkskin, moonbeam, spike growth
  •  3rd level (3 slots): call lightning, conjure animals, plant growth
  •  4th level (3 slots): dominate beast, grasping vine, stoneskin
  •  5th level (3 slots): conjure elemental, mass cure wounds, wall of stone
  •  6th level (2 slots): heal, sunbeam
  •  7th level (2 slots): fire storm, plane shift
  •  8th level (1 slot): animal shapes, earthquake
  •  9th level (1 slot): foresight, storm of vengeance
Actions

Multiattack. The dragon can use its Frightful Presence and its Lumina Domain (if available). It then makes three attacks: one with its bite and two with its claws.


Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 23 (2d10 + 12) piercing damage plus 10 (3d6) cold damage.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d6 + 12) slashing damage.


Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 21 (2d8 + 12) 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 26 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.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:

  • Cold Breath. The dragon exhales a cone of freezing air in a 90-foot cone. Each creature in that area must make a DC 26 Constitution saving throw, taking 63 (14d8) cold damage on a failed save, or half as much on a successful one.
  • Psychic Breath. The dragon exhales a wave of disorienting psychic energy in a 90-foot cone. Each creature in that area must make a DC 26 Intelligence saving throw, taking 54 (12d8) psychic damage and becoming stunned until the end of its next turn on a failed save, or half as much damage on a successful one.
Bonus Actions

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

 Lumina Domain (Bonus Action; Recharge short or long rest). The dragon materializes its domain within a 300-foot radius centered on itself. This domain is a field of intensely bright, shimmering energy that lasts for 1 minute or until the dragon dismisses it (no action required). While the domain is active, the following effects occur: (Read more in Lair)

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.


Detect. The dragon makes a Wisdom (Perception) check.


Tail Attack. The dragon makes a tail attack (+18 to hit).


Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 26 Dexterity saving throw or take 19 (2d6 + 15) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.


Psychic Burst (Costs 2 Actions). The dragon emits a burst of psychic energy. One creature it can see within 120 feet must make a DC 26 Wisdom saving throw or take 22 (4d10) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.


Cast a Spell (Costs 3 Actions). The dragon casts a spell that has a casting time of 1 action.

Description

The Lumina Dragons: Guardians of the Verdant Heart


In the shimmering, often unpredictable, embrace of the Feywild, where the veil between worlds thins and magic saturates the very air, dwell the Lumina Dragons. Unlike their more materially grounded kin, these magnificent creatures are deeply intertwined with the vibrant, untamed essence of the fey realm. Legends whispered among the satyrs and dryads speak of their origin not from the celestial dragons of Bahamut, but from the very light that spills from the heart of the Feywild itself – the raw, untamed magic that nourishes its eternal twilight and sun-dappled groves.


> It is said that in the earliest days of the Feywild, when the boundaries between this plane and the Material Plane were even more fluid, pockets of pure, concentrated fey magic coalesced, taking on draconic form. These were the first Lumina Dragons, their scales shimmering with the iridescent hues of dawn breaking over an enchanted forest, their eyes holding the ancient wisdom of the oldest trees and the capricious sparkle of moonlit streams.


> Over time, these dragons became the devoted guardians of the Feywild's most sacred sites – the ancient groves where the veil is thinnest, the crystal springs that bubble with potent magic, and the hidden glades where powerful fey spirits reside. Their very presence enhances the magic of these places, their radiant energy warding off malevolent influences and nurturing the delicate balance of the fey ecosystem.


> The druidic magic that flows through them is not merely an acquired skill but an intrinsic part of their being, a natural extension of their deep connection to the wild magic of the Feywild. They can command the growth of plants, summon forth the creatures of the forest, and even manipulate the weather in their domains, all in defense of the sacred places they protect. Their roars are said to sound like the rustling of a thousand leaves in a summer breeze, and their breath weapon might manifest as a blinding flash of sunlight or a disorienting cloud of pollen and spores.


> Encounters with Lumina Dragons are rare and often tied to transgressions against the sacred sites they guard. While not inherently hostile, they are fiercely protective of their charges and will test the intentions of any who trespass. Those who approach with respect and a genuine appreciation for the delicate magic of the Feywild might find them to be wise and even benevolent allies, willing to share ancient lore or offer guidance through the bewildering paths of their realm. However, those who seek to exploit or defile the sacred places will face the full force of their radiant power and the untamed magic of the Feywild itself.

Lair and Lair Actions

The dragon materializes its domain within a 300-foot radius centered on itself. This domain is a field of intensely bright, shimmering energy that lasts for 1 minute or until the dragon dismisses it (no action required). While the domain is active, the following effects occur: 

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:

  • Blinding Radiance. Every creature other than the Lumina Dragon within the domain must succeed on a DC 26 Constitution saving throw or be blinded until the domain ends. A creature that fails the saving throw by 5 or more is also stunned until the end of its next turn.
  •  Radiant Scourge. At the start of each of its turns while the domain is active, each creature other than the Lumina Dragon within the domain takes 21 (6d6) radiant damage.
  •   Dragon's Sight. The Lumina Dragon is immune to the blinded condition while its domain is active and can see normally within it, regardless of any visual obstructions. Also while its domain is active, all magical and nonmagical darkness ceases to exist inside of the domain.

Regional Effects

The region surrounding the Lumina Dragon's influence is often suffused with a strange, shimmering energy and exhibits the following effects:

  •   Shimmering Aura. Within 6 miles of the dragon's domain (even when not materialized), the air often shimmers with faint, colorful light. Creatures sensitive to such energies (such as those with the detect magic spell active) may experience mild headaches or a sense of unease.
  •  Psychic Echoes. Within 3 miles of the dragon's domain, faint whispers and fleeting images occasionally drift through the minds of sentient creatures. These are not coherent thoughts or visions but rather echoes of the dragon's powerful psionic presence. Creatures proficient in Wisdom (Insight) checks can attempt a DC 20 check to recognize these as residual psychic energy.
  •  Unnatural Stillness or Ferocity. Within 1 mile of the dragon's domain, the natural world can exhibit contradictory effects. At times, the area may fall into an unnerving stillness, with animals becoming unusually docile and the wind ceasing. At other times, bursts of wild energy can cause animals to become agitated and aggressive, and minor storms might spontaneously erupt.
  •  Crystalline Formations. Within the immediate vicinity of the dragon's domain (within 1,000 feet), small, amethyst-like crystals may spontaneously form on surfaces. These crystals are cool to the touch and faintly radiate a soft, internal light. They crumble to dust if removed from the area for more than 24 hours.

These regional effects fade over 1d10 days if the Lumina Dragon is slain.

Habitat: Forest

SurgDexil

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