Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Moonlight Phasing. The dragon can become ethereal at will, unless bound with chains of gold. Upon taking 1 action, the dragon can phase into the Feywild, the Ethereal Plane
Shimmering Attacks. A moonstone dragon’s attacks inflict normal damage on any creature, in or out of phase, overcoming any immunities or resistances to damage of less than artifact-level power.
Elemental Weakness: Moonstone dragons are especially vulnerable to elemental attacks (air, earth, fire, water), having a -1 penalty to saving throws, and taking an additional 1 point per die of damage from these. Bright light is painful to them – bright daylight inflicts 1d6 points of damage per round; intense flashes of light inflict 2d6 per spell level (a sunburst effect from a wand of illumination causes 6d6 damage). A moonstone dragon reduced to 0 hit points by this means fades to the Ethereal Plane and cannot return until fully restored, regaining light-based damage at the rate of 1 hit point per day.
Multiattack. The dragon can use its Awesome 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.
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.
Awesome 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 [Tooltip Not Found] 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 Awe Presence for the next 24 hours. An affected creature stands quietly taking no action until the dragon has departed, and has no clear memory of the encounter.
Spell casting. If forced to fight, the dragon uses enchantment/charm and illusion spells, alteration spells of dim light and shadow, and spells of dreams and dreaming. Their priest spell domains are divine, life, death (good only), nature, and knowledge.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Moonstone Breath. A moonstone dragon breathes a billow of light motes, in a cloud 30 feet long, 30 feet wide, and 20 feet tall. All magical spell and potion effects in the cloud end, save those required for the life of creatures in the area (e.g., under water, a water breathing spell affecting air-breathers is not ended). Those who fail the DC 24 Wisdom for the breath weapon sleep for 2d4 turns, even if normally immune to sleep. On waking, affected creatures have only fleeting memories of the dragon.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Moonlit Memories. Moonstone dragons prefer to keep physical contact to a minimum, and avoid the bright sources of unnatural light lesser creatures are known to carry. Any creature attempting to enter the dragon's lair is subject to a Sleep spell, and upon leaving a Modify Memory spell erasing the physical appearance and location of the dragon at a DC 18 Wisdom save.
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.
Shifting Light. The dragon casts Blur.
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 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
Ecology: Moonstone dragons are thought to subsist on moonbeams and faerie nectar. They are not carnivorous, nor do they often kill. Among the legends of moonstone dragons are the following: Their tears are drops of mithral, from which the elves fashion chain mail; when one dies, it vanishes in a shower of moonbeams; when one dies well, its heart turns into a lump of purest adamantite. Further, it is said, if the dragon slays a creature unjustly, it turns into a pillar of sand, and its spirit is utterly destroyed.
This Neutral Gem dragon is an attempted port from the Monstrous Compendium Annual Vol. 4 (AD&D Accessory No. 2173). It seemed like a great creature to bring back for a potential Archfey patron or Feywild dragon, that likely wouldn't ever come back unless personally ported.
Lair and Lair Actions
A Moonstone Dragon's Lair
Habitat/Society: Little is known of moonstone dragons, but they may spend much of their time in the Ethereal Plane, or perhaps in lunar regions. Their existence is connected somehow with faerie settings; some guard these lands. In the most remote woodlands, persons attending the celebrations of a faerie court under a full moon might, in the morning, half-remember a chance encounter with one. The dragons usually shun the material world, but may try to influence it indirectly through agents.
Humans have encountered moonstone dragons in their dreams. Apparently, these creatures can enter a dreamscape at will. There, they speak the dreamer’s language, and may offer guidance or advice on matters concerning faeries, shadow, lunar matters, healing, and the like.
Their hoards are reputed to lie in faerie mounds or in secret woodland caverns. These have no copper or gold, but an equal value of silver or platinum pieces. Small beads of pure mithral are found instead of gems.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- The dragon creates illusory creatures as if it had cast the Weird spell. The creatures lasts until initiative count 20 on the next round. In order to not be affected each person must succeed on a DC 25 Intelligence saving throw.
- The dragon casts Mental Prison on up to three creatures within its lair with a DC 25 Intelligence saving throw.
- The dragon can retreat to a hidden portion of its lair using the Mislead spell.
Regional Effects
The region containing a legendary moonstone dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects.
- Once per day, the dragon can alter the appearance of the area in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the Hallucinatory Terrain spell.
- Within 1 mile of the lair, creatures begin to feel drowsy and extra calm. Any attempted rest can easily slip into a short or long rest, whichever is longer than the intended. The affects of the Hallucinatory Terrain are heightened by the spell Mirage Arcane.
- There is always a Simulacrum identical to the last creature that entered the moonstone dragons lair, serving it. Upon a new creature approaching the Simulacrum alters to appear identical to it from a Programmed Illusion spell. If the approaching creatures do not fully enter the dragons lair the Simulacrum will appear to be serving a dragon barely visible in the background, created by the Illusory Dragon spell.
- All light sources act unnaturally upon the perceived and real terrain of the dragons lair, seemingly flowing on and off of various services. All light sources magical or not act as dim lighting, similar to that of a common lamp. Any creature attempting to investigate the light's affect upon the terrain is subject to the Hypnotic Pattern spell at a DC 15 Wisdom saving throw.
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