Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Star reader. The dragon automatically passes skill checks such as history or investigation as long as it can see the stars.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 6 (2d6) radiant damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16(2d8 + 7) bludgeoning damage.
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 16 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.
Moonbeam Breath (Recharge 5–6). The dragon exhales a moonbeam in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Constitution saving throw, taking 56 (12d8) radiant damage on a failed save, or half as much damage on a successful one.
Stardust Breath (Recharge 5-6). The dragon exhales cosmic particles in a 60-foot cone. Each creature in the area must make a DC 19 Constitution saving throw, taking 56 (12d8) cold damage and suffering 1 level of exhaustion on a failed save, and taking half as much damage on a successful one.
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Lair and Lair Actions
The Lunar dragon usually spends its time on secluded islands away from most civilizations. The islands that they inhabit are plentiful in vegetation and wildlife despite the lack of sunlight presence.
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:
- A pillar of moonlight falls from the sky, covering a 10-foot circular area within 120ft of the dragon. Each creature within the area must make a DC 18 constitution saving throw, taking 22 (4d8 +5) radient damage on a failed save, and half as much on a successful one
- The dragon augments the gravity in its lair, changing it to its liking. Any creature within the lair not accustom to the gravity change will suffer disadvantages on saving throws and attack rolls.
- The dragon creates a sphere of oxygenless space 20 feet in diameter within a 120 feet of itself. Each creature in the space must make a DC 17 Constitution saving throw, suffering 3 levels of exhaustion on a failed save, or 1 level of exhaustion on a successful one.
Regional Effects
The region containing a legendary Lunar dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- The area within 5 miles of the lair is in a constant state of night. The moon follows its natural cycle and the stars are always visible.
- Massive bodies of water within 7 miles of the lair are either calm or rapid, depending on the dragon's choice.
- The dragon automatically becomes aware of any foreign magical light sources within 5 miles of it's layer
If the dragon dies, the effects of the dragon will fade over 1d10 days.
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