| Mod | Save | ||
|---|---|---|---|
| STR | 30 | +10 | +10 |
| DEX | 14 | +2 | +9 |
| CON | 29 | +9 | +16 |
| Mod | Save | ||
|---|---|---|---|
| INT | 18 | +4 | +4 |
| WIS | 16 | +3 | +10 |
| CHA | 27 | +8 | +15 |
Legendary Resistance (3/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Dragon has advantage on saving throws against spells.
Intense Heat Aura. A roaring heat aura extends 10 feet from the dragon. At the start of each creature’s turn within the aura, that creature must succeed on a DC 19 Constitution saving throw or take 22 (5d10) radiant damage; on a success, it takes half damage.
Astral Navigation. The Dragon can hover and breathe effortlessly in the airless Astral Sea. It is immune to the effects of suffocation, pressure, and the color pool instability.
Innate Spellcasting. The Dragon’s innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components:
• At will: Detect Magic, Faerie Fire, Fireball (Level 4)
• 3/day each: Lightning Bolt, Wall of Fire
• 1/day each: Plane Shift (self only), Forcecage
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Fireball (level 4 version).
Rend. Melee Attack Roll: +18, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 10 (3d6) Radiant damage.
Plasma Breath (Recharge 5–6). Dexterity Saving Throw: DC 22, each creature in a 90-foot-long, 10-foot-wide Line. Failure: 91 (26d6) Radiant damage. Success: Half damage.
Magnetic Core. Whenever the Dragon is hit by a metal weapon, it may use its reaction to emit a magnetic pulse. Each creature within 15 feet apart from it must succeed on a DC 21 Strength saving throw or have nonmagical metal objects on them drawn toward it, becoming restrained until the start of the dragon’s next turn.
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn , the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each its turns.
Detect. The Dragon makes a Wisdom (Perception) check.
Tail Swipe. The Dragon makes one tail attack (same stats as rend but bludgeoning, DC 21 Strength save or be knocked prone).
Arcane Overload (Costs 2 Actions). The Dragon unleashes a surge of plasma-charged arcana. Each creature of its choice within 60 ft. must succeed on a DC 22 Intelligence saving throw or take 55 (10d10) force damage and be pushed 20 ft. away. On a successful save, half damage and no push.
Description
An ancient plasma dragon is nothing less than a living star given form. Its colossal body radiates such intensity that it seems to be forged from the heart of a nebula. Its scales are vast plates of dark, near-meteoric metal shot through with rivers of incandescent plasma, shifting and swirling like molten galaxies beneath a cracked crust. Along its back, enormous crystalline spines hum with power, each one arcing with blinding bolts that leap to the cavern ceiling or ground.
Its wings unfurl like vast banners of the aurora borealis, rippling with impossible colors — searing teals, deep violets, and eerie ultraviolet that mortal eyes can barely comprehend. To gaze too long upon this creature is to see hints of the void between stars.
Its eyes burn with the fury of collapsing suns, and when it speaks, its voice echoes with the vibrations of the void, as if the air itself is compelled to resonate with truths too large for the mortal mind. Even standing within miles of an ancient plasma dragon, the air grows thin and charged; auroras streak the sky overhead, gravity subtly twists, and strange magnetic pulses make compasses spin wildly.
Lore
Ancient plasma dragons are among the most enigmatic and feared of all dragonkind. Many sages argue they are not fully of the Material Plane, but rather conduits through which stellar and planar forces flow. Some posit that when the stars were young, fragments of their birthing fires seeded the multiverse, and plasma dragons arose from these embers.
Legends tell of ancient plasma dragons slumbering for millennia within hollowed-out asteroids drifting through the Astral Sea, or at the heart of titanic storm nexuses in the Elemental Plane of Air. When they awaken, it is rarely by choice — often compelled by cosmic shifts: the dance of far-off supernovas, the opening of planar gates, or cataclysms that threaten to tear the fabric of reality.
To these beings, mortal kingdoms are mere motes, existing for an eyeblink before passing into oblivion. Yet they are not wholly indifferent. Plasma dragons possess ancient minds filled with riddles of the stars and hidden equations of reality. Some even see themselves as stewards or gardeners of the cosmos, pruning unstable planar growths or consuming runaway energy to prevent worse devastation.
Role in Campaigns
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World-altering force: An ancient plasma dragon might awaken in response to an arcane catastrophe or to cleanse a spreading planar corruption. Its mere presence can destabilize local magic, ignite storms, and rewrite weather patterns for hundreds of miles.
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A living font of knowledge: Those who dare seek its counsel might learn the hidden truths of planar conjunctions, the fate of stars, or the secret names of power — if they can survive its aura long enough to converse.
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A rival or apocalypse engine: It could be the target of rival elder dragons, archmages seeking to siphon its power, or even extraplanar entities aiming to shackle or destroy it before it disrupts their schemes.
Personality
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Vast intellect: An ancient plasma dragon speaks in metaphors drawn from nebulae and gravitational tides. It may struggle to comprehend or care about individual mortal struggles, yet still value the harmony of the larger cosmos.
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Alien patience and sudden wrath: It can spend decades contemplating a problem, then unleash devastation in an instant if it decides action is required.
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Drawn to phenomena: Even after countless millennia, it remains intrigued by new forms of energy — planar rifts, mythic artifacts, or dying stars.
Unique Hoard & Lair
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Celestial hoard: Its treasure might be stored not in piles of gold, but as stabilized plasma fields, star-forged alloys, chunks of comet ice that sing with memory, or entire floating arrays of levitating crystals.
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Lair anomalies: Within its lair — which might be a crater fused to glass, a mountain hollowed and set aglow from within, or an asteroid — physics itself becomes fluid. Light bends strangely, magnetism tugs unpredictably, and time may loop or fracture, creating echoes of past visitors.
Regional Effects
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Permanent auroras: The sky for hundreds of miles shimmers with unnatural lights, even under full sun.
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Gravity warps: Areas might experience sudden drops or increases in gravity, stones floating gently or smashing into the earth.
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Arcane storms: Magic grows unstable, spells might surge or fizzle, and constructs can become erratic under the immense energy bleed.
Lair and Lair Actions
An ancient plasma dragon’s lair might be a vast crystalline caldera, a floating asteroid charged with magnetic storms, or even a planar rift where cosmic forces pour into the world. Here, its lair actions grow even more fearsome.
On initiative count 20 (losing initiative ties), the dragon can use one of the following lair actions:
📌 Lair Actions
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Gravitational Surge: The dragon warps local gravity. Each creature of the dragon’s choice within 90 feet must make a Strength saving throw (DC = dragon’s breath save DC). On a failed save, a creature is either crushed into the ground, knocked prone and restrained until the end of its next turn, or lifted up to 30 feet into the air, hanging there until the start of its next turn, then falling if unsupported. On a success, the creature resists the effect.
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Plasma Storm: The dragon calls down a swirling storm of charged particles. A 20-foot-radius sphere centered on a point the dragon can see within 120 feet erupts with searing plasma. Each creature in that area must make a Dexterity saving throw, taking 8d6 lightning plus 8d6 fire damage on a failed save, or half as much on a success.
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Reality Flicker: The dragon’s presence destabilizes planar boundaries. Until initiative count 20 on the next round, the area within 90 feet of the dragon shifts unpredictably, causing:
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Half cover due to overlapping images of terrain.
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Any creature that casts a spell of 1st level or higher must roll a d20. On a 1-5, the spell fizzles harmlessly but is not lost (it does not consume a slot or charge). On a 6-20, it proceeds normally.
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