Description
Aetherwyrm
Large Dragon (Celestial), Chaotic Neutral
Armor Class 18 (Natural Armor)
Hit Points 180 (19d10 + 76)
Speed 40 ft., Fly 60 ft.
STR 18 (+4)
DEX 16 (+3)
CON 18 (+4)
INT 16 (+3)
WIS 16 (+3)
CHA 20 (+5)
Saving Throws Dex +7, Wis +7, Cha +8
Skills Arcana +7, Perception +7
Damage Immunities Psychic
Condition Immunities Charmed, Frightened
Senses Darkvision 120 ft., Passive Perception 17
Languages Common, Draconic, Celestial
Challenge 13 (10,000 XP)
Innate Spellcasting. The Aetherwyrm's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: Minor Illusion, Prestidigitation
3/day each: Blink, Hypnotic Pattern, Teleport
1/day each: Mirage Arcane, Plane Shift
Ethereal Jaunt. The Aetherwyrm can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Magic Resistance. The Aetherwyrm has advantage on saving throws against spells and other magical effects.
Teleportation (Recharge 5-6). As a bonus action, the Aetherwyrm can teleport up to 60 feet to an unoccupied space it can see.
Actions
Multiattack. The Aetherwyrm makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 4) piercing damage plus 9 (2d8) force damage.
Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 4) bludgeoning damage plus 9 (2d8) force damage.
Prismatic Breath (Recharge 5-6). The Aetherwyrm exhales a prismatic breath in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 45 (10d8) radiant damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, a creature is blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the blindness on a success.
Legendary Actions
The Aetherwyrm 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 Aetherwyrm regains spent legendary actions at the start of its turn.
Teleport. The Aetherwyrm uses its Teleportation ability.
Illusory Gaze (Costs 2 Actions). The Aetherwyrm targets one creature it can see within 120 feet. The target must succeed on a DC 18 Wisdom saving throw or be affected as if by the Dominate Person spell for 1 minute.
Aetherial Slip (Costs 3 Actions). The Aetherwyrm becomes ethereal until the end of its next turn. While ethereal, it can move through other creatures and objects as if they were difficult terrain.
The Aetherwyrm, a mystical and elusive dragon, guards ancient secrets and places of great magic. Its ethereal beauty and mastery over the aether make it a formidable yet enigmatic presence in the realms of fantasy role-playing games.