| Mod | Save | ||
|---|---|---|---|
| STR | 27 | +8 | +8 |
| DEX | 14 | +2 | +9 |
| CON | 25 | +7 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +3 |
| WIS | 15 | +2 | +9 |
| CHA | 22 | +6 | +6 |
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Melf’s Acid Arrow (level 4 version).
Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 9 (2d8) Acid damage.
Quasar Breath (Recharge 5–6). Dexterity Saving Throw: DC 22, each creature in a 90-foot-long, 10-foot-wide Line. Failure: 67 (15d8) Radiant damage. Success: Half damage.
Black Hole (Recharge 5–6). Dexterity Saving Throw: DC 22, each creature in a 90-foot-long, 10-foot-wide Line OR 30-foot-wide, 35-foot-long Cone. Failure: Push/Pull 30 Feet in one Direction. Success: Not Pulled/Pushed.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks):
At Will: Catapult, Fear, Thunderwave (level 4 version), Counterspell,
1/Day Each: Create Undead, Speak with Dead, Vitriolic Sphere (level 5 version)
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.
Cosmic Wind. Dexterity Saving Throw: DC 15, one creature the dragon can see within 120 feet. Failure: 33 (6d10) Cold damage, and the target has Disadvantage on saving throws to maintain Concentration until the end of its next turn. Failure or Success: The dragon can’t take this action again until the start of its next turn.
Frightful Presence. The dragon uses Spellcasting to cast Fear. The dragon can’t take this action again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Description
Cassandra is an ancient, gargantuan Dragon with wings that stretch like the horizon of night. Her wings are bat-like with specks of white that from constellations that glow with power like stars set against deep purple. As infinite as the void of space itself. Enormous black and white specked claws branched from scaled, muscular fore/hind legs. Underbelly a deep purple with a single star sigil burning a white-purple like a distant star in the void of space. Her tail fading from the deep purple to black, an pointed tip ends her spiraling tail. Horns curl and curve back to form a white-crown spires, a curve of two horns into two small pillars of bone like a tuning-fork. A deep set miniature black hole sits above her head between the two spiraling horns. Her face long and sleek black-purple. Her scales a deep/dark purple colouration with white specks of stars.
Lair and Lair Actions
Lair Description:
Her lair is the entire top half of a mountain range, floating above a caldera formed beneath where the mountain top has been carved from. Her lair is the entire mineshaft system within the top of the mountain, including every room and dungeon within her floating mountain.
Her Lair-room is a huge half-cave-half-dwarvern-mining-hall with half being ornately chiseled and grand statues/murals of Dwarvern royalty and exploits, the wall fallen in to a gargantuan cave filled with floating pillars and gems, the top of the mountain blasted open to reveal the warped sky. A crater-cradle with a singular Black Void Egg in the center. When the Lair is active a contained black hole floats in the sky, when the lair action is activated the black hole swells and drops into the center of the lair. Floating pillars and shards of gems glint and hover in the air like stars around the lair.
Lair Actions. On Initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:
- Meteor Shower: Stones and rocks fly into the sky and begin to compact into diamonds that shine like stars, before falling to the ground like shooting stars. All creatures other than the dragon must make Dexterity Saving Throw: DC 20 (Advantage is in 3/4 cover). Failure: 20 (4d10) Bludgeoning damage. Success: Half damage.
- Fissure Growth: The Black Hole in the center of the Lair swells larger, Emanating 30-foot-wide circles as gravity grows, stones cracking under the pressure and growing weight.
- 30/60-foot from the Black Hole: Movement Speed Halved, Disadvantage on Melee Attacks, At the end of your turn you are pulled 20-foot towards the black hole.
- 60/90-foot from the Black Hole: -15-foot Movement Speed, -1d4 Melee Attacks, At the end of your turn you are pulled 10-foot towards the black hole.
- Nebular Clouds. The Lair begins to fill with with a Nebular Mist, glimmering and glinting like stars in the blue-purple mist. Wisdom Saving Throw: DC 15, Each creature caught in 10-foot-wide Spheres. Failure: Fall Unconscious for 1 turn or until woken up. Success: No Effect.
- Falling Pillars: Dexterity Saving Throw: DC 15, Each creature in a 30-foot-long, 5-foot-wide line by each pillar. Failure: 9 (3d6) Bludgeoning damage. Success: Half damage.
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