Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Cosmic Aura. Each creature within 40ft of Astrus must make a DC 19 Charisma saving throw or lose all resistances they have until the end of their next turn, and have healing effects reduced by half until their next turn.
Heart of the Stars (Mythic Trait, Refreshes at a Short or Long rest). When Astrus falls to 0 hit points, he doesn’t fall unconscious or die. Instead, the damage creates a cracks in the chest, revealing his shimming crystal heart. The Heart has 23 AC and 100 hit points, is immune to bludgeoning, piercing, and slashing damage from non magical attacks, as well as resistance to fire, lightning, cold, radiant, and necrotic. Astrus only dies once the heart is destroyed. If he finishes a long or short rest, the scales and chest heal.
Multiattack. The dragon can use its Frightful Presence or Shining Radiance. It then makes three attacks: one with its bite, and two with its claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 30 (2d10 + 10) piercing damage plus 14 (4d6) radiant damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 25 (3d8 + 10) bludgeoning damage. The target must succeed on a DC 18 strength saving throw or fall prone.
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 21 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.
Shining Radiance. Each creature within a 30ft cone in Astrus's chosen direction must make a DC 19 Constitution saving throw or be blinded by a barrage of stars. On a fail, the creatures are stunned until the end of their next turn, and blinded. A creature that is blinded can make the save again at the end of their turn. Once a creature succeeds the blinding saving throw, they are immune to Shining Radiance for 24 hours.
Beam of Light (Recharge 5–6). The dragon exhales fire in a 120-foot long, 15ft thick line. Each creature in that area must make a DC 23 Dexterity saving throw, taking 98 (28d6) radiant damage on a failed save, or 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 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (3d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Gravity Well (Costs 2 Actions). Astrus intensifies the gravitational pull around itself, concentrating it into a crushing force. Each creature of the dragon's choice within 100ft of it to make a DC 20 strength saving throw. On a failed save, a creature takes (2d10) force damage and is pulled 30 feet toward the dragon. On a successful save, the isn't pulled.
The dragon can take 3 mythic actions, choosing from the options below. Only one mythic action option can be used at a time and only at the end of another creature's turn. The dragon regains spent mythic actions at the start of its turn.
Rampage. Astrus makes a claw attack and a tail attack.
Stellar Gaze (Costs 2 actions). Astrus fires a five rays of cosmic power form his eyes. Each creature targeted by one of the rays must make a DC 18 Dexterity saving throw or take 18 (3d12) radiant damage.
Orbiting Debris (Costs 2 actions). Astrus surrounds himself with rocks and other debris, which swirls around him. Each creature within 15ft takes 7(2d6) bludgeoning damage. Until Astrus’s next turn, he gains +2 AC. Any creature who makes one or more melee attacks against Astrus takes 7(2d6) bludgeoning damage.
Description
Lair and Lair Actions
Atrus's 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:
- A beam of light strikes a point Astrus can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the beames area must make a DC 15 Dexterity saving throw, taking 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one.
- A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 20 Dexterity saving throw or be knocked prone.
- Cosmic gases form a cloud in a 20-foot-radius sphere centred on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 14 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
Regional Effects
The region containing a legendary red dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Small earthquakes are common within 6 miles of the dragon’s lair.
- Water sources within 1 mile apear to be filled with that fast night sky of stars.
- Auroras appear at night and depict scenes of death.
If the dragon dies, these effects fade over the course of 1d10 days.
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