Gargantuan Dragon, Any Neutral Alignment
AC 18 Natural    Initiative +2 (12)
HP 342 (12d20 + 216)
Speed 40 ft., Fly 80 ft., Burrow 15 ft. (stone)
Mod Save
STR 27 +8 +8
DEX 13 +1 +7
CON 29 +9 +15
Mod Save
INT 12 +1 +1
WIS 15 +2 +8
CHA 26 +8 +8
Skills Perception +16, Stealth +14
Resistances Cold, Force
Immunities Petrified
Senses Darkvision 240 ft.; Passive Perception 26
Languages Draconic
CR 19 (XP 22,000, or 25,000 in lair; PB +6)
Traits

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

 

Skulking drake (lair only). When within two miles of its lair, the Ring Wyrm can take the hide action as a bonus action

Natural camouflage. The Ring Wyrm has advantage on dexterity (stealth) checks made to blend in against surfaces of light coloured  stone, dusty asteroidal debris, comets, or any other such environments, while standing still. 

Siege monster. The dragon deals double damage to objects and structures.

Unusual nature. The dragon does not require air. 

Actions

Multiattack. The dragon makes two claw attacks and one bite attack. 

Claw. Melee Attack Roll: +14, reach 10 ft., one target, Hit: 15 (2d6 + 8) Slashing damage.

 

Bite. Melee weapon attack: +14, reach 15 ft., one target. Hit: 15 (2d6+8) piercing damage, plus 7 (2d6) force damage. 

Tail. Melee weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 15 (2d6+8) bludgeoning damage. 

Regolith breath (recharge: 5-6).
The dragon exhales a torrent of dust particles and magical radiation in a 90-foot cone. Each creature within the cone must make a DC 21 constitution saving throw. On a failed save, the creature takes 36 (8d8) force damage, and a cloud of fine, sharply abrasive dust particulates swirl around the creature. Until the start of its second turn after being hit, if the creature moves more than five feet, it takes 24 (4d8+6) slashing damage. 
On a success, a creature takes half damage and does not suffer from the ladder effect.

 

 

Bonus Actions

Transorbital Wrath (3/day). A circlet of brilliant pale light rapidly rotates around the Ring Wyrm, centered on the dragon's center of gravity, momentarily casting bright light 5 ft. out from the dragon, and dim light for another 15 ft. 
Each creature within 5 ft. of the Ring Wyrm must succeed on a DC 21 dexterity saving throw, or take 15 (3d4+8) force damage and be pushed back 5 ft. Creatures that fail by 5 or more are also knocked prone.
Being moved this way does not trigger Opportunity Attacks.

Legendary Actions

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

 

Wing Attack (Costs 2 Actions). The Ring Wyrm beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 21 dexterity saving throw, or take 12 (1d8+8) bludgeoning damage and be knocked prone, and the dragon can then fly up to half of its speed without provoking Opportunity Attacks.

Tail. The dragon makes one Tail attack.

Description

Ring Wyrms, also called Orbital Dragons,  were dragons with natural spelljamming abilities native to wildspace regions. 
Though they preferred to live, hunt and dwell alone, they were quite open to cooperating with other Ring Wyrms that were of the same age as themselves.
Like most dragons, Ring Wyrms liked to hoard treasure. More specifically, Orbital Dragons enjoy particularly hoarding magical rings or rings made of precious material, they keep the orbital bones of those they've killed in their hoard, and  it is also not uncommon to find one or more spelljamming helms taken from ships that have either been smashed by the surrounding debris or destroyed by the dragon for trespassing into their territory. 

Orbital Dragons made their homes on accretion disks, most often planetary rings, though sometimes circumstellar disks or asteroid belts.
Orbital Dragons barely possess the need to eat and can survive long periods without food, and for their weekly meals they mostly just swallow chunks of ice floating in their inhabited ring to keep hydrated. The older a Orbital dragon gets, the less food it needs to survive. 
While they are solitary hunters and prefer to be by themselves, Orbital Dragons are usually not much opposed to others of their kind, and in fact within the ring(s) of larger planets it is not uncommon for multiple younger or adult Orbital Dragons to make their dwelling at different points and at different layers within the same ring. Aditionally, when they find themselves within a system that possesses no ring system for them to inhabit, multiple Orbital dragons will often work together to push and divert planetesimals, asteroids, debris, and the like to orbit a larger planet in the system, usually also pushing smaller moons past the planet's roche-limit, in order to artificially create a suitable ring for them to live on, much to the dismay of local Lunar Dragons. 
Orbital dragons would make their homes by finding a moonlet, asteroid, or other such natural satellite within the ring/belt and hollow it out or dig a cavern into it, within which they keep their hoard, brood and where they sleep. Alternatively, the dragon will gather up large amounts of dust and debris from the ring and have it smash together to form a artificial satellite within the ring/belt. A Orbital Dragon will stay in this lair, slowly growing larger and steadily consuming all the ice and other forms of water within the immediate vicinity. As they grow it is not uncommon for these dragons to start utilizing other nearby satellites within the ring as extensions of their lair if their hoard grows to large to be contained within their original one. After a while, when the dragon has outgrown its lair, it will migrate, often to a different system, to find another dwelling. 
Orbital dragons sleep by curling up into a ring and biting their own tail. If they have a brood, they will often sleep around their eggs in this way. 
The larger of the venerable Ring Wyrms will, instead of finding or constructing a more typical lair, find a small dwarf planet or other minor planet, hollow it out to keep their hoard and such within it, and act as the ring themselves by spending most of their time sleeping in orbit of it. 
.... ... ............        ..The orbital dragons all claim that the greatest member of their kind is a living ring galaxy.
It is rumored among some of the sailors of wildspace that the most daring of Orbital Dragons might make their homes on the accretion disk of a black hole, though if you were to ask a Orbital Dragon they would tell you that none of their race are foolish enough to attempt such a thing. 

Since Solar Dragons will claim nearby asteroid belts or even whole systems as their hunting grounds, the dwellings of Orbital Dragons often find themselves within what the Solar dragons would define as their own territory. As such, Orbital Dragons often agree to give the local Solar Dragon a tithe of some of the food they hunt in exchange for being left alone, since they don't eat much anyways, though ancients generally don't negotiate with Solar Dragons, and the eldest of the Venerable Orbital Dragons are usually left alone anyway. 

The older a Orbital Dragon gets, the more territorial they tended to become. A younger adult may only consider their half of a planetary ring as their territory, or, if the ring possesses multiple larger or smaller gaps, they may only consider the specific 'layer' of the ring that they live on as their territory. A older dragon, such as an ancient one, however, will consider the whole ring as theirs. 
Paradoxically, the older Orbital Dragons are also considered more docile than the younger ones, as while they are far more territorial, they tend also be more amicable when not provoked.

...

Appearance.

Orbital Dragons typically boast grey-like light dusty scales with an ashen texture. Unusually enough, all Orbital dragons possess some pattern of stripes, though these stripes are only a slight shade in difference to the rest of their bodies, if they're even visible at all. The pupils and sclera of their eyes are a botomless pitch dark, while their irises are a glowing white, often solid, though sometimes segmented into "rings"  or featuring spots. Due to this and the hue of their scales letting them camuflage against the dust of asteroids, the eyes and the irises specifically are usually the first thing that is seen of them when they are spotted. 
Though it varies between different individuals, the vast majority of Orbital Dragons possess two front legs and a pair of wings sprouting from the back, with their tail being long and serpentine. The proximal phalanx of their digits possess thick calluses around them, which are used to smash large chunks of ice into smaller, more digestible pieces. 

Abilities

 Like many other dragons, some Ring Wyrms could produce several spell-like effects: as adults, they gained sword burst; as old dragons, Melf's minute meteors; as very old dragons, telekinesis; and when venerable, Investiture of stone

Venerable.

Due to just how large a Orbital Dragon can get in their later stages of life, being "venerable" is categorized as being within the older (and thus bigger) age range for Ring Wyrms that are also considered "ancient", as opposed the age-categorization for normal dragons, where the term "venerable" is usually interchangeable with "ancient". 
For more simplified recording of dragon age categories, an ancient dragon is considered to be between 801-1200 years old. For Orbital Dragons, their continual growth begins to increase even more rapidly when they reach 1001 years of age. As such, a Venerable Orbital dragon is categorized as being between 1001 and roughly 1200 years old, with sizes varying wildly, and your typical Ancient Ring wyrm is usually within the 801-1000 age range, though if one is using the simplified dragon age categories (as is most common), then both are technically classified as "ancient". 

 

 

Lair and Lair Actions

 

 

 

 

 

Regional effect(s): 

 

Dust devils crisscross the area within one mile of the lair, intercepting other creatures they encounter.  

The region surrounding the lair gives of a signature of magical radiation succinct with those types from different various accretion discs, and is largely undetectable except through magical means or through specific magical measuring devices. This magical radiation is usually detected as some form of wildmagic, and can be detected from 6 miles away from the lair if the dragon is ancient, or within 3 miles of the dragon if it is an adult. (Any younger and the radiation is negligible, and for a truly ancient venerable wyrm, the range can go from six miles all they way up to half a system or larger). 

Buckettsmcgee

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