Huge Dragon
AC 18 Natural Armor    Initiative +14 (24)
HP 230 (20d12 + 100)
Speed 40 ft., Fly 80 ft.
Mod Save
STR 16 +3 +3
DEX 14 +2 +7
CON 21 +5 +10
Mod Save
INT 18 +4 +4
WIS 21 +5 +10
CHA 19 +4 +9
Skills Arcana +8, Insight +7, Perception +11
Vulnerabilities Necrotic
Resistances Fire, Force, Radiant
Immunities Charmed, Frightened
Senses Blindsight 60ft, Darkvision 120ft; Passive Perception 21
Languages Celestial, Common, Draconic
CR 13 (XP 10,000; PB +5)
Traits

Legendary Resistances (3/Day)

If the Astral Dragon fails a saving throw, it can choose to succeed instead.

Astral Twin

When the Astral Dragon rolls Initiative, if it does not have an Astral Echo active, it creates one in an unoccupied space within 60 feet of itself. The Astral Echo is a shimmering duplicate made of astral light. It shares the dragon’s AC, has hit points equal to half the dragon’s current hit points, has Resistance to Bludgeoning, Piercing and Slashing damage, and acts as an extension of the dragon. Any Action the Astral Dragon takes can originate from either itself or its Astral Echo. The dragon and Echo share senses and positioning for the purpose of its abilities and attacks. The Echo vanishes if reduced to 0 hit points. When that happens, Dexterity Saving Throw for any creature within 20ft, DC15. Failure: 7 (2d6) Radiant damage and 7 (2d6) Fire damage. Success: Half damage.

Astral Sea Connection

The Astral Dragon cannot be affected by spells or magical effects that would banish it to other planes of existence, thanks to its connection to the Astral Sea.

Actions

Multiattack. The Astral Dragon makes two Rend attack and uses Astral Breath if available.

Rend. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 5) slashing damage plus 9 (2d8) fire damage.

Astral Breath (Recharge 5–6). The dragon exhales a cone of shimmering starlight in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 45 (10d8) force damage on a failed save, or half as much on a success. A creature that fails its save is also banished to a harmless demiplane of astral void until the end of its next turn, when it will reappear within 30ft of the point where they disappeared of the Astral Dragon's choice.

Innate Spellcasting (Psionics). The Astral Dragon’s innate spellcasting ability is Wisdom (spell save DC 19, +11 to hit). It can cast the following spells, requiring no components:

At will: mage hand, misty step
3/day each: dispel magic, blink
1/day each: telekinesis, banishment

Bonus Actions

Echo Step

The Astral Dragon teleports to an unoccupied space within 30 feet of its Astral Echo, or vice versa.

Astral Absorption

The Astral Dragon can choose to absorb the Astral Echo. It immediately disappears, and the Astral Dragon gains the following benefits:

Truesight 30ft, +10ft of reach to its melee attacks and they deal force instead of slashing damage and radiant instead of fire damage, Resistance to Bludgeoning, Piercing and Slashing damage, loses the Vulnerability to necrotic damage, regains an amount of hit points equal to how many hit points the Astral Echo had.

Reactions

Astral Displacement

When the Astral Dragon or its Echo is targeted by an attack, the dragon can use its reaction to instantly swap positions with the Echo. The triggering attack then targets the new position.

 

Legendary Actions

Legendary Action Uses: 3. 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 of its turns.
Pounce. The dragon moves up to its Speed and makes one Rend attack.
Echo Pulse. The Astral Echo releases a pulse of astral energy. Each creature within 20 feet of the Echo must succeed on a DC 17 Constitution saving throw or take 14 (4d6) radiant damage and be pushed 10 feet away. The dragon can't take this action again until the start of its next turn.
Shift Reality. The Astral Dragon and its Echo instantly swap places. When they do, each emits a burst of force. Each creature within 15 feet of either must succeed on a DC 17 Wisdom saving throw or take 18 (4d8) force damage and be knocked prone. The dragon can't take this action again until the start of its next turn.

Description

Salamere hated humans for many centuries. During a territorial dispute many moons ago with a chimera that just so happened to be near a human village he inadvertly saved the village, and in so doing became the subject of their reverance. His body entered a trance like hibernative state where he was taken in the local monastary where he was watched over by the monks of the monestary in hopes he would come back. He had the faintest sense of life and considering life sacred kept him safe. Meanwhile for over a hundred years his spirit drifted through the Astral Sea and it was ironically the prayers and the hopes of the people who spread the word of his heroic deeds across the land that he found the light again and came back. His soul returned to his body once more and after several years training with the monks, he reached enlightenment. Now Salamere has become known as Sovereign Saint Salamere.

Previous Versions

Name Date Modified Views Adds Version Actions
11/22/2025 9:22:53 AM
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