Divine Presence: Creatures of CR 22 or lower have disadvantage on attack rolls and saving throws while within 120 feet of Aetherius, unless they are Lawful Good.
Earthshaking Steps: As Aetherius moves, the ground trembles violently. Each creature within 30 feet of Aetherius when it moves must succeed on a DC 26 Strength saving throw or be knocked prone and take 3d6 bludgeoning damage. Structures and constructs within 60 feet take 8d10 bludgeoning damage at the start of Aetherius's turn.
Innate Spellcasting (as a 20th-level cleric[DC: 26, +18]):
- Cantrips (at will): Guidance, Light, Mending, Resistance, Sacred Flame, Thaumaturgy
- 1st level (4 slots): Bless, Guiding Bolt, Sanctuary
- 2nd level (3 slots): Lesser Restoration, Spiritual Weapon
- 3rd level (3 slots): Beacon of Hope, Spirit Guardians (radiant)
- 4th level (3 slots): Guardian of Faith (appears as spectral solar angels), Death Ward
- 5th level (3 slots): Flame Strike (deals radiant damage instead of fire and lightning), Hallow
- 6th level (2 slots): Blade Barrier (deals radiant damage), Heal
- 7th level (2 slots): Divine Word, Resurrection
- 8th level (1 slot): Holy Aura
- 9th level (1 slot): Gate
Spell Absorption: Whenever Aetherius is hit by a spell of 6th level or lower, it takes no damage. If Aetherius uses its reaction to absorb the spell, it also regains one expended spell slot of a level equal to or lower than the absorbed spell's level.
Colossal Might: Aetherius's immense size and power allow it to deal devastating damage to structures and constructs. Its melee attacks and Earthshaking Steps deal double damage to objects and constructs.
Multiattack: Aetherius can use its Frightful Presence and make two attacks: one with its Bite and one with its Tail.
Bite: Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 3d10 + 11 piercing damage plus 4d8 radiant damage. Deals double damage to objects and constructs.
Tail: Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 3d8 + 11 bludgeoning damage, and the target must succeed on a DC 26 Strength saving throw or be knocked prone. Deals double damage to objects and constructs.
Radiant Breath (Recharge 5-6): Aetherius exhales a 90-foot cone of brilliant radiant energy. Each creature in that area must make a DC 26 Dexterity saving throw, taking 16d8 radiant damage on a failed save, or half as much damage on a successful one.
Frightful Presence: Each creature of Aetherius's choice that is within 120 feet of Aetherius 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Aetherius's Frightful Presence for the next 24 hours.
Radiant Burst: Aetherius emits a flash of brilliant light in a 60-foot radius. Each hostile creature in that area must succeed on a DC 26 Constitution saving throw or be blinded until the end of their next turn.
Invoke Divine Wrath: Aetherius touches one ally within 60 feet. That ally's next attack that hits before the end of their next turn deals an extra 4d8 radiant damage.
Absorb Spell: When Aetherius is targeted by a spell of 6th level or lower, it can use its reaction to negate the spell's effects and regain one expended spell slot of a level equal to or lower than the absorbed spell's level.
Seismic Retribution: When a creature within 30 feet of Aetherius hits it with an attack, Aetherius can cause a localized tremor. The attacker must succeed on a DC 26 Dexterity saving throw or take 4d6 bludgeoning damage and be knocked prone.
Aetherius can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Aetherius regains spent legendary actions at the start of its turn.
Tremor Step: Aetherius moves up to its speed, and its Earthshaking Steps effect triggers.
Divine Intervention (Costs 2 Actions): Aetherius calls upon divine power to aid itself or an ally within 120 feet. Choose one of the following effects:
- The target regains 4d8 hit points.
- The target can immediately make one attack roll, saving throw, or ability check with advantage.
Radiant Smash: Aetherius makes one Bite or Tail attack, dealing an extra 5d8 radiant damage on a hit.
Mystical Actions (One Per Turn)
Celestial Aegis: Aetherius creates a shimmering barrier of light around itself or one ally within 60 feet. The target gains temporary hit points equal to 6d10 + Aetherius's Charisma modifier and advantage on saving throws against magical effects until the end of Aetherius's next turn.
Radiant Cascade: Aetherius unleashes a wave of searing radiant energy in a 90-foot line that is 15 feet wide. Each creature in that line must make a DC 26 Dexterity saving throw, taking 12d8 radiant damage on a failed save, or half as much damage on a successful one.
Description
Aetherius, the Luminary Tremor: Lore
Legends whisper of Aetherius as a being born from the heart of a dying star, a fragment of celestial light given terrestrial form. Unlike its airborne kin, Aetherius was drawn to the raw, untamed power of the land itself. Its scales shimmer with the captured brilliance of a thousand suns, and its every footfall resonates with the deep, primordial heartbeat of the world.
In the ancient days, when gods still walked openly among mortals, Aetherius was a force of benevolent judgment. It did not hoard gold or terrorize kingdoms for its own gain. Instead, it sought out places of great darkness and corruption, its radiant presence a purifying flame against the encroaching shadows. Where Aetherius settled, the land itself seemed to respond, blossoming with unexpected life and imbued with a sense of profound peace.
The dragon's connection to the divine is undeniable. Some texts claim it was a direct creation of a benevolent deity of light and justice, sent to be a guardian of the mortal realm. Others believe it achieved its celestial nature through eons of devotion to the principles of light, its very being resonating with holy power. Regardless of its origin, Aetherius embodies divine judgment and the unwavering power of light made manifest.
Aetherius does not fly; its power is rooted in the earth. Its colossal size makes flight impractical, but its earthshaking steps are a testament to its immense strength. These tremors are not mere byproducts of its movement; they are a form of divine pronouncement, shaking the foundations of evil and heralding its arrival.
The Domain of Celestial Judgment is not a mere spell for Aetherius; it is an emanation of its very being. When it unleashes this domain, it is drawing upon the celestial fire within, creating a localized sphere of divine law. Within its boundaries, the forces of darkness falter, and the righteous find solace and strength. It is said that within this domain, the very air hums with celestial energy, and the light can sear the impure.
Over the millennia, Aetherius has become a myth, a legend whispered in hushed tones. Some believe it slumbers in a hidden sanctum, awaiting a time of great need. Others claim its presence can still be felt in places where justice prevails and where the land radiates an unusual, holy light. Encounters with Aetherius are rare, and those who have witnessed its glory speak of an awe-inspiring being, a force of nature that embodies both immense power and unwavering righteousness. To face Aetherius is to face a divine judgment made flesh, a luminary tremor that shakes the very foundations of existence.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Aetherius can take one lair action to cause one of the following effects; Aetherius can't use the same effect two rounds in a row:
Blinding Eruption: Brilliant light erupts in three different 30-foot radii centered on points Aetherius can see within 120 feet. Each creature in those areas must succeed on a DC 23 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Seismic Shift: The ground within a 90-foot radius centered on a point Aetherius can see within 120 feet undulates and cracks. This area becomes difficult terrain, and each creature on the ground in that area must succeed on a DC 23 Dexterity saving throw or fall prone and take 3d6 bludgeoning damage.
Celestial Guardians: Two spectral dragon spirits made of pure light appear in unoccupied spaces Aetherius can see within 120 feet. These spirits have the statistics of a spiritual weapon, dealing radiant damage and lasting until the next initiative count 20.
Regional Effects
The region around Aetherius's lair is transformed by its potent divine presence:
Aura of Brilliance: Within 6 miles of Aetherius's lair, the area is filled with a radiant, golden light, equivalent to bright light. Shadows within this area are considered dim light. This light is magical and dispels any non-magical darkness, and magical darkness is suppressed within 30 feet of it.
Earth's Harmony: Within 3 miles of Aetherius's lair, the ground resonates with a calming energy. Creatures resting within this area regain twice the normal number of hit points from a short rest.
Divine Ward: Within 1 mile of Aetherius's lair, the area is blessed. Creatures of evil alignment have disadvantage on attack rolls and saving throws. Creatures of good alignment have advantage on attack rolls and saving throws.
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