Actions/Abilities/Traits: (D&D 5e)
Action
Bite
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
Action
Bite Attack
The drake makes one bite attack.
Action
Breath Weapon (Recharge 5-6)
The drake exhales either fire or frigid air in a 40-foot cone. Each creature in that area takes 78 (12d12) fire or cold damage, whichever the drake wishes, or half damage with a successful DC 18 Dexterity saving throw.
Action
Claw
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
Action
Multiattack
The drake makes one bite attack and two claw attacks.
Action
Nimbus of Stars
The drake is surrounded by a whirling nimbus of tiny motes of starlight. A sighted creature that starts its turn within 10 feet of the drake must make a successful DC 18 Constitution saving throw or become incapacitated. At the start of a character's turn, a character can choose to avert its eyes and gain immunity against this effect until the start of its next turn, but it must treat the drake as invisible while the character's eyes are averted.
Action
Nova (Costs 2 Actions)
The drake momentarily doubles the radius and intensity of its nimbus of stars. Every sighted creature within 20 feet of the drake must make a successful DC 18 Constitution saving throw or become blinded until the end of its next turn. Characters who are averting their eyes are immune to the nova.
Action
Pale Sparks
The drake casts faerie fire or moonbeam.
Action
Searing Star (1/Day)
Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 65 (10d12) force damage, and the target must succeed on a DC 18 Constitution saving throw or be permanently blinded.
Special
1/day each
gate, planar binding
Special
3/day
plane shift
Special
At will
faerie fire, moonbeam
Special
Innate Spellcasting
The drake's innate spellcasting ability is Wisdom (spell save DC 20). It can innately cast the following spells, requiring no material components:
Special
Legendary Resistance (2/day)
If the star drake fails a saving throw, it can choose to succeed instead.
Special
Magic Resistance
The drake has advantage on saving throws against spells and other magical effects.
Special
Magic Weapons
The drake's weapon attacks are magical.