Gargantuan Dragon, Lawful Evil
Armor Class 22 (natural armor)
Hit Points 546 (28d20 + 252)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
30 (+10)
DEX
10 (+0)
CON
29 (+9)
INT
18 (+4)
WIS
15 (+2)
CHA
23 (+6)
Saving Throws DEX +8, CON +17, WIS +10, CHA +14
Skills Perception +16, Stealth +14
Damage Resistances Necrotic
Damage Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Common, Draconic
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Legendary Resistance (3/Day). If Astraxeas fails a saving throw, he can choose to succeed instead.

Innate Spellcasting. Astraxeas' spellcasting ability is Charisma (spell save DC 22). He can innately cast the following spells, requiring no material components:

1/day each: enervation, etherealness, mental prison, plane shift, reality break, telekinesis

Living Shadow. While in dim light or darkness, Astraxeas has resistance to damage that isn’t force, psychic, or radiant.

Shadow Stealth. While in dim light or darkness, Astraxeas can take the Hide action as a bonus action.

Sunlight Sensitivity. While in sunlight, Astraxeas has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. Astraxeas can use its Frightful Presence. 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: 21 (2d10 + 10) piercing damage plus 14 (4d6) necrotic 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: 19 (2d8 + 10) bludgeoning damage.

Frightful Presence. Each creature of Astraxeas' choice that is within 120 feet of him and aware of him 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 Astraxeas' Frightful Presence for the next 24 hours.

Black Fire Breath (Recharge 5–6). Astraxeas exhales black fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 45 (13d6) fire and 45 (13d6) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and a star spawn grue emerges from its corpse and acts immediately after Astraxeas in the initiative count. The star spawn is under the dragon’s control.

Legendary Actions

Astraxeas 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. Astraxeas regains spent legendary actions at the start of its turn.

Detect. Astraxeas makes a Wisdom (Perception) check.

Tail Attack. Astraxeas makes a tail attack.

Wing Attack (Costs 2 Actions). Astraxeas beats his wings. Each creature within 15 feet of him must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. Astraxeas can then fly up to half his flying speed.

Description

Once an Ancient Red Dragon, Astraxeas has since been turned black after their exploration of the Far Realm. His eyes have become voids that no longer function, instead relying on the glowing, red eye that now lies central on his head. Deceptively lithe as far as dragons come, and the black flame that billows from his nostrils wreaths around their form.

Lair and Lair Actions

Astraxeas' Lair

Astraxeas lairs deep below ground in the Lowerdark, where even the denizens of the Underdark fear to go. It's made up of hundreds of winding caverns, all of which are enveloped in endless darkness in which Astraxeas' minions thrive. The nature of Astraxeus causes his lair to attract weak willed creatures that venture too close, whom he happily accepts as a new minion or sustenance.

Lair Actions

On initiative count 20 (losing initiative ties), Astraxeas takes a lair action to cause one of the following effects; Astraxeas can’t use the same effect two rounds in a row:

  • Astraxeas fills an area with darkened fog as if it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
  • Astraxeas targets one creature he can see that is concentrating on a spell or magical effect and forces them to make a concentration check (DC 20), losing concentration on the spell or effect if they fail.
  • A pillar of black flame erupts from a point on the ground Astraxeas can see within 120 feet of him, creating a 20-foot-high, 5-foot-radius cylinder. Each creature in the plume’s area must make a DC 15 Dexterity saving throw, taking 10 (3d6) fire and 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one.

Regional Effects

Astraxeas' lair is warped by psionic magic, which creates the following effects:

  • Creatures with an intelligence score of 4 or higher are granted the ability to telepathically communicate with other creatures of this level of intelligence within 120 feet of them. Astraxeas is able to hear all communication relying on this telepathy.
  • The darkness that permeates throughout Astraxeas' lair allows those with darkvision to see as if it were dim light, but is considered magical darkness of 5th level for the purpose of creating light whilst in the region.
  • Pools of water within 1 mile of the Astraxeas' lair form portals to the Far Realm, allowing creatures of eldritch horror into the world to dwell nearby.

If Astraxeas dies, these effects fade over the course of 1d10 days.

Habitat: HillMountain

BA_Turtle

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