Astral Dragons
Image Source: Dragon Magazine #344, "Astral Dragons is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC."
Ancient Astral Dragon
Gargantuan dragon, neutral
- Armor Class 22 (natural armor)
- Hit Points 315 (18d20 + 126)
- Speed 40 ft., fly 120 ft.
STR DEX CON INT WIS CHA 25 (+7) 13 (+1) 25 (+7) 23 (+6) 24 (+7) 23 (+6)
- Saving Throws Dex +8, Con +14, Wis +14, Cha +13
- Skills Acrobatics +8, Insight +14, Perception +21, Stealth +8
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 31
- Languages Common, Draconic
- Challenge 23 (50,000 XP)
Astral Familiarity. The dragon has advantage on ability checks made to navigate the Astral Plane.
Detect Extraplanar. The dragon is able to innately detect and locate any creature that is not native to the Astral Plane within 120 feet of the dragon. This feature only works on the Astral Plane.
Gravity Averse. The dragon is unaccustomed to planes that have a objective directional gravity. While outside the Astral Plane, its speed is halved and it has disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.
Sever Silver Cord. If the dragon scores a critical hit against a creature traveling through the Astral Plane by means of the astral projection spell, the dragon can cut the target's silver cord instead of dealing damage.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
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: +14 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +14 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 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.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
Abrasive Breath. The dragon exhales blasts of wind and dust in an 90-foot cone. Each creature in the area must make a DC 22 Dexterity saving throw, taking 63 (18d6) slashing damage on a failed save, or half as much damage on a successful one.
Banishing Breath. The dragon attempts to force creatures back to their homeland in a 90-foot line that is 10 feet wide. Each creature in that area must succeed on a DC 22 Charisma saving throw or be affected as if by the banishment spell for 1 minute (no concentration required).Legendary Actions
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 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Adult Astral Dragon
Huge dragon, neutral
- Armor Class 19 (natural armor)
- Hit Points 172 (15d12 + 75)
- Speed 40 ft., fly 120 ft.
STR DEX CON INT WIS CHA 21 (+5) 13 (+1) 21 (+5) 20 (+5) 21 (+5) 20 (+5)
- Saving Throws Dex +6, Con +10, Wis +10, Cha +10
- Skills Acrobatics +6, Insight +10, Perception +15, Stealth +6
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 25
- Languages Common, Draconic
- Challenge 15 (13,000 XP)
Astral Familiarity. The dragon has advantage on ability checks made to navigate the Astral Plane.
Detect Extraplanar. The dragon is able to innately detect and locate any creature that is not native to the Astral Plane within 120 feet of the dragon. This feature only works on the Astral Plane.
Gravity Averse. The dragon is unaccustomed to planes that have a objective directional gravity. While outside the Astral Plane, its speed is halved and it has disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.
Sever Silver Cord. If the dragon scores a critical hit against a creature traveling through the Astral Plane by means of the astral projection spell, the dragon can cut the target's silver cord instead of dealing damage.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
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: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) 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 18 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.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
Abrasive Breath. The dragon exhales blasts of wind and dust in an 60-foot cone. Each creature in the area must make a DC 18 Dexterity saving throw, taking 45 (13d6) slashing damage on a failed save, or half as much damage on a successful one.
Banishing Breath. The dragon attempts to force creatures back to their homeland in a 60-foot line that is 5 feet wide. Each creature in that area must succeed on a DC 18 Charisma saving throw or be affected as if by the banishment spell for 1 minute (no concentration required).Legendary Actions
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 ft. of the dragon must succeed on a DC 18 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Young Astral Dragon
Large dragon, neutral
- Armor Class 18 (natural armor)
- Hit Points 110 (13d10 + 39)
- Speed 40 ft., fly 120 ft.
STR DEX CON INT WIS CHA 17 (+3) 13 (+1) 17 (+3) 17 (+3) 18 (+4) 17 (+3)
- Saving Throws Dex +4, Con +6, Wis +7, Cha +6
- Skills Acrobatics +4, Insight +7, Perception +10, Stealth +4
- Senses blindsight 30 ft., darkvision 120 ft., passive Perception 20
- Languages Common, Draconic
- Challenge 7 (2,900 XP)
Astral Familiarity. The dragon has advantage on ability checks made to navigate the Astral Plane.
Detect Extraplanar. The dragon is able to innately detect and locate any creature that is not native to the Astral Plane within 60 feet of the dragon. This feature only works on the Astral Plane.
Gravity Averse. The dragon is unaccustomed to planes that have a objective directional gravity. While outside the Astral Plane, its speed is halved and it has disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.
Sever Silver Cord. If the dragon scores a critical hit against a creature traveling through the Astral Plane by means of the astral projection spell, the dragon can cut the target's silver cord instead of dealing damage.
Actions
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
Abrasive Breath. The dragon exhales blasts of wind and dust in an 30-foot cone. Each creature in the area must make a DC 14 Dexterity saving throw, taking 35 (10d6) slashing damage on a failed save, or half as much damage on a successful one.
Banishing Breath. The dragon attempts to force creatures back to their homeland in a 40-foot line that is 5 feet wide. Each creature in that area must succeed on a DC 15 Charisma saving throw or be affected as if by the banishment spell for 1 minute (no concentration required).
Astral Dragon Wyrmling
Medium dragon, neutral
- Armor Class 17 (natural armor)
- Hit Points 16 (3d8 + 3)
- Speed 30 ft., fly 90 ft.
STR DEX CON INT WIS CHA 13 (+1) 13 (+1) 13 (+1) 14 (+2) 15 (+2) 14 (+2)
- Saving Throws Dex +3, Con +3, Wis +4, Cha +4
- Skills Acrobatics +3, Insight +4, Perception +6, Stealth +3
- Senses blindsight 10 ft., darkvision 60 ft., passive Perception 16
- Languages Common, Draconic
- Challenge 1 (200 XP)
Astral Familiarity. The dragon has advantage on ability checks made to navigate the Astral Plane.
Detect Extraplanar. The dragon is able to innately detect and locate any creature that is not native to the Astral Plane within 60 feet. This feature only works on the Astral Plane.
Gravity Averse. The dragon is unaccustomed to planes that have a objective directional gravity. While outside the Astral Plane, its speed is halved and it has disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
Abrasive Breath. The dragon exhales blasts of wind and dust in an 15-foot cone. Each creature in the area must make a DC 11 Dexterity saving throw, taking 14 (4d6) slashing damage on a failed save, or half as much damage on a successful one.
Banishing Breath. The dragon attempts to force creatures back to their homeland in a 20-foot line that is 5 feet wide. Each creature in that area must succeed on a DC 12 Charisma saving throw or be affected as if by the banishment spell for 1 minute (no concentration required).
Astral Dragons
Elusive travelers of the vast and mostly empty Astral Plane, Astral Dragons. Most do not get to see these beautiful beings as they drift across the Astral Sea and seldom desire to venture elsewhere. They patrol the plane on the lookout for non-native species and quickly send them back to their home plane before you could get a good look at their long silvery bodies. Those that refuse to retreat or be escorted back are slain.
If one were to get an accurate description or actually placate an astral dragon long enough to get a good look, you would find them almost alien compared to the traditional appearance and structure of a dragon. Their horns are incredibly long and thin with an almost antennae like appearance and their scales are eggshell white. Its sleek body has equally slim wings and legs that trail behind it as they float throughout the Astral Plane. If one is ever to be taken to the Material Plane they are sluggish due to being ill equipped for any static gravity.
The eggs of astral dragons are well hidden and a very young hatchling is hardly seen if at all. Supposedly their scales and skin are translucent which would allow one to see the organs on the inside however this has been unproven so far.
Defensive and Uninterested. Astral dragons are apathetic to the plights of any being that does not belong to their homeland, often refusing to cooperate with any species that could be seen as an outsider. This makes them something to fear encountering on the Astral Plane if the astral dreadnoughts and other massive beings that wander the endless expanse. There is only one group that they hate above all else and that is the ever growing amount of red dragons that side themselves with the Githyanki, however why they have such contempt for them is a subject they refuse to answer.
Riders of the Astral Winds. With so little matter drifting through the silver void, astral dragons have little resistance to riding on winds of gravity they produce themselves. The field of gravity around them makes it difficult to try and make permanent communities as they work to tear down anything too massive as it impedes the true nature of the plane. They have consistent raids against N'gati for this very reason along with being a place that accepts outsiders.
Communal Homes. There is not much desire to have permanent residences amongst astral dragons. Often they claim the entire plane to be their lair. That being said they still have hoards that are composed of local treasures they find drifting in the void. Frequently these hoards are shared amongst several other astral dragons on a piece of flotsam, always having at least one astral dragon keeping watch to ensure nothing touches the collective hoard.
An Astral Dragon's Lair
The dragon never has much of a lair as they continually travel around the world. Instead the astral dragon uses its own magic to shape the area as it sees fit to fight off invaders. Portals open up to worlds connected to the Astral Plane so that they can send them back if they are too powerful a foe or there are too many to banish all at once.
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 whirlwind of abrasive dust spirals in a 10-foot radius at a point within 120 feet of the dragon. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) slashing damage.
- A portal opens up to a plane determined by the astral dragon at a point within 60 feet. The portal is a 10-foot-radius, two-dimensional ring, filled with mist and glowing from one side (dragon's choice). The portal is one-way and not visible on the destination plane.
- Strong gravity begins to dampen the area around the dragon. The area within 30 feet of the dragon is difficult terrain for other creatures. This effect lasts until the dragon dismisses it as an action, uses a different lair action, or dies.