16/08/23, 13:20 Ancient Celestial Dragon - Monsters - Homebrew - D&D Beyond https://www.dndbeyond.com/monsters/32109-ancient-celestial-dragon 1/2 Dankaar ADD TO COLLECTION REPORT Description Celestial Dragons, or sometimes Angel Dragons, are the embodiment of virtue and they forsake material wealth. Over their thick scales is a full pure white plumage and their horns come in a variety of shapes. They typically only dwell on the upper planes but some are known to travel to the Prime Material to live among people as powerful but unassuming clerics. Environment: MOUNTAIN URBAN Ancient Celestial Dragon Gargantuan Celestial, Any Good Alignment Armor Class 22 (natural armor) Hit Points 555 (28d20 + 282) Speed 40 ft., fly 80 ft. STR 29 (+9) DEX 10 (+0) CON 27 (+8) INT 18 (+4) WIS 25 (+7) CHA 21 (+5) Saving Throws DEX +8, CON +16, WIS +15, CHA +13 Skills Perception +19, Religion +12 Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Damage Immunities Radiant Condition Immunities Charmed, Exhaustion, Frightened Senses Blindsight 60 ft., Darkvision 120 ft., Truesight 120 ft., Passive Perception 29 Languages All, Telepathy 120ft Challenge 28 (120,000 XP) Proficiency Bonus +8 Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Innate Spellcasting. A celestial dragon's innate spell spellcasting ability is wisdom (spell save DC 22). The dragon can innately cast the following spells, requiring no material components: At will: major image (6th-level version), wind walk, detect evil and good 3/day each: blade barrier, dispel evil and good, resurrection 1/day: commune, plane shift Divine Awareness. The dragon knows if it hears a lie. Magic Resistance. The dragon has advantage on saving throws against spells and other magic effects. Spellcasting. The celestial dragon is a 20th-level spellcaster. Its spellcasting ability is wisdom (spell save DC 22, +14 to hit with spell attacks). It has the following cleric spells prepared: Cantrips (at will): light, mending, sacred flame, spare the dying, thaumaturgy 1st level (4 slots): command, cure wounds, sanctuary, protection from evil and good, bless 2nd level (3 slots): calm emotions, lesser restoration, silence 3rd level (3 slots): dispel magic, remove curse, sending 4th level (3 slots): banishment, death ward, divination 5th level (3 slots): greater restoration, mass cure wounds, scrying 6th level (2 slots): word of recall, heal 7th level (2 slots): divine word, fire storm 8th level (1 slot): control weather, holy aura 9th level (1 slot): true resurrection Actions Multiattack. The dragon can use its Inspiring Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) radiant damage. Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage. Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage. Holy Breath (Recharge 5–6). The dragon exhales a radiant beam in a 120-‐foot line that is 10 feet wide. Each creature in that line must make a DC 24 Dexterity saving throw, taking 88 (16d10) radiant damage on a failed save, or half as much damage on a successful one. Inspiring Presence (5/day). Each creature of the dragon's choice that is within 120 feet of the dragon and can see and hear it of it gain a d12 inspiration die that they can use on a d20 roll of their choice. 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. 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 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. Blinding Radiance (Costs 3 Actions). The dragon spreads its wings and stands up tall and it's plumage glows bright as a sun. Brilliant sunlight flashes in a 60-foot radius out from the dragon. Each creature in that light must make a DC 22 Constitution saving throw. On a failed save, a creature takes 6d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded . Undead have disadvantage on this saving throw. A creature that is blinded makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded . This spell dispels any darkness in its area that was created by a spell. 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