Huge Dragon (Chromatic, Metallic), Lawful Neutral
AC 22 Natural Armor    Initiative +18 (28)
HP 450 (39d12 + 195)
Speed 50 ft., Fly 100 ft.
Mod Save
STR 20 +5 +5
DEX 18 +4 +4
CON 20 +5 +12
Mod Save
INT 22 +6 +13
WIS 22 +6 +13
CHA 30 +10 +17
Skills Arcana +13, Insight +13, Perception +20, Stealth +11
Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Cold, Lightning, Radiant; Charmed, Frightened, Paralyzed
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 30
Languages Celestial, Common, Draconic
CR 23 (XP 50,000, or 75,000 in lair; PB +7)
Traits

Legendary Resistance (3/Day, or 4/Day in Lair). If the Blue Eyes Abyss Dragon fails a saving throw, it can choose to succeed instead.

Innate Levitation. The Blue Eyes Abyss Dragon is immune to any changes in gravity.

Magic Weapons. The Blue Eyes Abyss Dragon's weapon attacks are magical.

Magic Resistance. The Blue Eyes Abyss Dragon has Advantage on saves against all spells and spell like abilities.

Advance Ritual Art (3/day). The Blue Eyes Abyss Dragon can cast a spell with the Ritual tag as a single Action spell (without Concentration if normally required), regardless of the normal casting time.  This ability can only be used three times per Short Rest.

Spellcaster's Bane. The Blue Eyes Abyss Dragon can sense the magical nature of spellcasters and has Advantage on all attack rolls against them.

Actions

Multiattack. The Blue Eyes Abyss Dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.  It can replace its bite attack with a use of Spellcasting.

Bite. Melee Attack Roll: +12, reach 15 ft. Hit: 16 (2d10 + 5) Piercing damage plus 11 (2d10) Radiant damage.

Claw. Melee Attack Roll: +12, reach 10 ft. Hit: 14 (2d8 + 5) Slashing.

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 25 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 the dragon's Frightful Presence for the next 24 hours.

Dragon's Fighting Spirit. The Blue Eyes Abyss Dragon infuses its own esoteric life force with its draconic allies to strengthen them.  All dragons within 100 ft. of the Blue Eyes Abyss Dragon's choice that it can see gain a +10 bonus to all Attack rolls, Damage rolls, Ability checks/saving throws, and Spell Save DCs until the start of the Blue Eyes Abyss Dragon's next turn.  Every time the Blue Eyes Abyss Dragon uses this ability, it receives three of its Hit Dice in damage. 

Abyssal Burst Stream (Recharge 5–6). Dexterity Saving Throw: DC 20, each creature in a 120-foot-long, 10-foot-wide Line. Failure: 60 (11d10) Radiant damage. Success: Half damage.

Spellcasting. The Blue Eyes Abyss Dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 25, +17 to hit with spell attacks):

At Will: Detect Magic, Bless, Hold Person, Vortex Warp, Mind Sliver (Level 17 version), Antagonize, Silvery Barbs

3/Day Each: Counterspell, Crusader's Mantle, Yolande's Regal Presence, Compulsion, Banishment,  Geas, Summon Dragon (no Concentration)

1/Day Each: Summon Greater Dragon, Power Word Stun, Hallow, Plane Shift, Befuddlement, Polymerization

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the Blue Eyes Abyss Dragon can expend a use to take one of the following actions. The Blue Eyes Abyss Dragon regains all expended uses at the start of each of its turns.

Vision with Eyes of Blue. The Blue Eyes Abyss Dragon makes a Wisdom (Perception) check.

Spellcasting. The Blue Eyes Abyss Dragon uses Spellcasting to cast one of its At Will spells.

Astral Space (Costs 2 Actions). The Blue Eyes Abyss Dragon blurs from existence, then reappears instantly at a unoccupied spot 60 ft. from its previous position.  Any creature within a 15 ft. wide line between the dragons original and new positions must succeed on a DC 20 Constitution saving throw or become stunned until the end of its next turn.

Astral Lightning (Costs 3 Actions). The Blue Eyes Abyss Dragon exhales a breath of lightning in a 30- foot cone. Each creature in that line must make a DC 20 Dexterity saving throw, taking 30 (10d6) Lightning damage on a failed save, or half as much damage on a successful one.

Description

The Blue Eyes Abyss Dragon is one of the more esoteric and less understood of the Blue Eyes species.  The only Blue Eyes species to live in the Astral Plane, this dragon seems almost like a fusion of Dragon and Celestial, possessing magic as mysterious as the Plane they call home.  In fact, those few who are aware of its existence believe that fusing a Blue Eyes White Dragon to a Celestial may be how it came into being, though none in the Order with Eyes of Blue can confirm this as they themselves don't know for sure; their interactions with this dragon are few and far between, only involving the highest ranked members and Kisara herself.  Nothing is know about how this species gained access to the Astral Plane, where their unique magic came from, and how they came to be able to cast the Polymerization spell, a spell only the Order with Eyes of Blue possess and no other Blue Eyes species has access to.  What is know is that this dragon is perhaps the most territorial and judgmental of the Blue Eyes species, perhaps by nature of the realm it calls home.  Almost all Blue Eyes have a grudge against wizards, sorcerers, and other spellcasters and access to the Astral Plane typically is only possible with the aid of spells such as Astral Projection or Plane Shift.  In the Blue Eyes Abyss Dragons mind, any creature not native to the Astral Plane must have entered through magic, is therefore a spellcaster, and is there to plunder the realms esoteric secrets and bring destruction in their search for knowledge and power, as wizards and sorcerers often do.  Thus, the Blue Eyes Abyss Dragons have taken it upon themselves to patrol the Astral Sea for "trespassers" and remove them by any means necessary (similar to the Astral Devas and Shedu with evil).  As such, take great care when traveling through the Astral, lest you find yourself stopped and "deported" back to your home plane by the Astral's "Border Patrol" - assuming the Blue Eyes Abyss Dragon even allows you to live past your first meeting....

Lair and Lair Actions

The Blue Eyes Abyss Dragon spends the entirety of its life within the Astral Plane, only leaving when absolutely necessary or when forced to.  Most of that time is spent flying back and forth across the plane where know portals are or tend to pop up, patrolling for those it perceives as intruders (which is pretty much anyone).  When it does choose to rest, the dragon typically makes use of Demiplanes, either abandoned ones or ones it makes itself with its own power.  Like most Blue Eyes, the Blue Eyes Abyss Dragon doesn't possess the same desire for treasure that other dragons do and the nature of beings within the Astral Plane doesn't provide much in the way of spoils either.  What is does finds (typically leftover from those it vaporizes in battle) is usually not worth the effort for it to claim, though it may take interesting magic items, weapons, and tomes of information back to its lair; manuscripts in particular are of interest to it since little in the way of news reaches the depths of the Astral Plane.  If there is a White Stone of Legend/Ancients in its lair, don't expect there to be more than one; the dragon has no interest in bestowing anything on a mortal except a swift and just demise.

Lair Actions

On initiative count 20 (losing initiative ties), the Blue Eyes Abyss Dragon takes a lair action to cause one of the following effects:

  • Two adult Astral Dragons are summoned to the lair, appearing in unoccupied spaces that the Blue Eyes Abyss Dragon can see within 100 ft.  They act immediately and on initiative count 20 in subsequent rounds and obey the dragon’s telepathic commands.  They remain until the Blue Eyes Abyss Dragon uses this action again.  If the Blue Eyes Abyss Dragon dies, the dragons become free-willed creatures.
  • The gravity present in the lair goes into flux.  The first time this action is used, gravity is erased in the lair, subjecting all creatures to an effect similar to the Reverse Gravity spell.  All creatures must succeed on a DC 15 Wisdom saving throw or be taken off guard by the gravity change, limiting them to one Action, Bonus Action, or Reaction on their next turn.  When this action is taken again, gravity is reinstated and all creatures in the air are subjected to the rules of Fall Damage.
  • Space in the lair is warped and shuffled, taking everything with it.  All creatures (Blue Eyes Abyss Dragon included) roll a d12, finding themselves in a new unoccupied location based on the following chart (DM chooses exact space):
    1. Remain where they are
    2. Far Upper Left corner of lair
    3. Far Upper Right corner of lair
    4. Far Lower Left Corner of lair
    5. Far Right left Corner of lair
    6. Inner Upper Left area of lair
    7. Inner Upper Right area of lair
    8. Inner Lower Left area of lair
    9. Inner Lower Right area of lair
    10. Center area of lair
    11. 30 ft. above previous position
    12. Space adjacent to Blue Eyes Abyss Dragon (if Blue Eyes Abyss Dragon rolls this, it chooses where it ends up)

Regional Effects

The region containing an Blue Eyes Abyss Dragon’s lair is warped by the dragon’s presence, which creates one or more of the following effects.

  • No creatures that originate from a place outside the Astral Plane will be found within 5 miles of the lair.
  • Creatures using Astral Projection to traverse the realm develop a strong sense of unease within 5 miles of the lair, gaining Disadvantage on Wisdom (Perception) checks.
  • Every time a spell is cast within 5 miles of the lair, the caster must roll a d100.  On a 80-100, the Blue Eyes Abyss Dragon becomes aware of the spellcaster's presence in the Astral Plane.

If the dragon dies or moves its lair elsewhere, these effects end immediately.

Habitat: Planar (Astral Plane)

Celauro

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