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Cosmic Dragons: Impetus "The Law of Force"

When the universe first formed, four immense cosmic dragons came into being: Astralis the star forger, Cavum the abyssal void, Impetus the embodiment of force, and Caeletes the heavenly body. Each dragon has unique abilities tied to their cosmic domain. Astralis creates stars, Cavum consumes them and increases gravity, Impetus provides momentum, and Caeletes is physically the strongest but lacks distinct powers. The dragons predate even the gods and were involved in the earliest events of cosmic creation.

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0% found this document useful (0 votes)
151 views

Cosmic Dragons: Impetus "The Law of Force"

When the universe first formed, four immense cosmic dragons came into being: Astralis the star forger, Cavum the abyssal void, Impetus the embodiment of force, and Caeletes the heavenly body. Each dragon has unique abilities tied to their cosmic domain. Astralis creates stars, Cavum consumes them and increases gravity, Impetus provides momentum, and Caeletes is physically the strongest but lacks distinct powers. The dragons predate even the gods and were involved in the earliest events of cosmic creation.

Uploaded by

Maneuz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Cosmic Dragons Impetus "The Law of Force"

When the first primordials appeared, they appeared in the form of the
strongest beings, the cosmic dragons. Their colossal starlike scales When the the star forger and the abyssal void fought for the right to
make them appear as a patch in the dark sky but when put into the universe, Impetus, the third cosmic dragon, created the force that
contrast near the surface, their true forms are dragons that have the pushes it forward. If Cavum pulls, Impetus pushes. Impetus quickly
night sky as their scales. moves throughout the universe as both light and vacuum follow in his
Older than the gods themselves, the cosmic dragons roam the wake.
multiverse and have been thought to have forged the foundations of Albeit being the weakest of all the cosmic dragons, strength-wise,
the universe itself. There are four of them. Astralis, the Forger of Impetus is undoubtedly the fastest and most agile. His lithe form and
Stars, Cavum, the Abyssal Void, Impetus, the Law of Force, and four wings allow him to travel quickly by riding the cosmic waves to be
Caeletes, the Heavenly Body. able to close the distance between planets in between seconds.
Astralis "The Star Forger" Caeletes "The Heavenly Body"
The eldest and most powerful of all the cosmic dragons, Astralis Massive even for a cosmic dragon, Caeletes the fourth cosmic dragon
forged and created the stars that litter the endless space of the dwarfed planets, where she travelled. Although her other siblings
universe. His blue and golden scales glow like starlight. When viewed were massive as well, Caeletes was even bigger and with massive size
from a distance it seems like the stars are moving instead of his form. came massive strength. Caeletes boasted powerful physical strength
Astralis cares for nothing but the stars that he has made. When he that could destroy planets but unfortunately she was still the weakest
finds a dark part of the universe he creates the stars to fill it with light. of all the cosmic dragons in actual combat.
Should he be threatened the cosmic dragon breathes starfire capable What she lacked in, was her powers, while Astralis could create
of reaching heat that surpasses the stars itself. stars, Cavum could eat them and Impetus caused the universe to
move, Caeletes added nothing to the combination. Her breath attack
Cavum "The Abyssal Void" was the weakest of the four and her speed was slow compared to
them but despite this she could defeat the other cosmic dragons in
The second cosmic dragon. Cavum is said to be the source of gravity close combat but not beat them in an all-out battle.
in the universe. If not for him, the stars that Astralis makes would
never die. His very presence pulls in everything towards him. His pure
black scales that seem to absorb light itself are so dark that even black
holes pale in comparison. Cavum constantly craves darkness as he
prefers the quiet embrace of it and wishes to sleep in it. Because of
this Cavum and Astralis has clashed multiple times as Cavum has
eaten multiple stars to keep the universe dark, just to his liking.

1
Variant rules (For the DM) Impetus (Variant Rules)
When fighting the cosmic dragons, the DM can add these rules to Nuclear Core
make the Cosmic dragons even stronger, if they feel they're still weak When Impetus dies, all the nuclear force inside his body explodes
(somehow). outwards and each creature within 1 mile of him must succeed on DC
Disclaimer to those players who are going to fight these creatures 30 Constitution saving throw, taking 180 (40d8) fire damage and 180
and use my variant rules. Your DM is sick, just like me. I understand (40d8) force damage on a failed save, or half as much damage on a
though. successful one. This deals triple damage to objects and structures.

Astralis (Variant Rules) Boreal-Like Visage


The first time a creature sees Impetus they must succeed on a DC 30
Cosmic Core Wisdom saving throw or become charmed. The charmed creature
When Astralis dies, his corpse explodes at the end of the next round, regards Impetus as a trusted friend to be heeded and protected.
and each creature within 1 mile of him must make a DC 30 Dexterity Although the target is not under Impetus control, it takes Impetus'
saving throw, taking 165 (25d10) cold damage plus 165 (30d10) fire requests or actions in the most favorable way it can. A creature can
damage and 165 (30d10) radiant damage on a failed save, or half as repeat the saving throw at the end of each of its turns, ending the
much damage on a successful one. The explosion destroys objects in effect on itself on a success. Creatures that succeed are forever
that area that aren't being worn or carried. immune to this effect.
Cosmic Visage Master of the Force
The first time a creature sees Astralis they must succeed on a DC 30 Instead of 3 bigby's hands, Impetus can use 5.
Wisdom saving throw or become charmed. The charmed creature
regards Astralis as a trusted friend to be heeded and protected. Caeletes (Variant Rules)
Although the target is not under Astralis' control, it takes Astralis'
requests or actions in the most favorable way it can. A creature can Massive Visage
repeat the saving throw at the end of each of its turns, ending the The first time a creature sees Caeletes it must succeed on a DC 25
effect on itself on a success. Creatures that succeed are forever Wisdom saving throw or become frightened for 1 minute. A creature
immune to this effect. 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
Lord of the Stars or the effect ends for it, the creature is immune to Caeletes Massive
At the start of each of Astralis' turns, meteors fall in a 100-foot radius Visage forever.
around him. Each creature in the area must succeed on a DC 30
Dexterity saving throw, taking 35 (10d6) fire damage plus 35 (10d6) Dense Body
bludgeoning damage on a failed save, or half as much damage on a Caeletes has a damage threshold of 30.
successful one.
Strongest Cosmic Dragon
Cavum (Variant Rules) Caeletes deals quintuple damage to objects and structures and her
weapon attacks deal two additional damage dice.
Black Hole Core
When Cavum dies, his corpse implodes. A 100 feet by 100 feet black All Dragons
hole appears. Every creature that starts its turn within 1 mile of the
black hole must succeed on DC 30 Strength saving throw or be pulled Size
200 feet towards the center of the black hole every turn. The area Ignore the Colossal trait and simply imagine their size but keep the
around the black hole is considered difficult terrain and a creature advantage to being pushed and knocked over.
needs to make a DC 30 Strength saving at the start of its turn throw
or lose its movement. If a creature or object is sucked inside, they
experience the crushing gravity of a black hole, taking 165 (30d10)
magical bludgeoning damage at the start of each of their turns until
they manage to move out of it. This deals triple damage to objects and
structures.
Abyssal Visage
The first time a creature sees Cavum they must succeed on a DC 30
Wisdom saving throw or become charmed. The charmed creature
regards Cavum as a trusted friend to be heeded and protected.
Although the target is not under Cavum's control, it takes Cavum's
requests or actions in the most favorable way it can. A creature can
repeat the saving throw at the end of each of its turns, ending the
effect on itself on a success. Creatures that succeed are forever
immune to this effect.
King of the void
Each creature within a 100-foot radius around Cavum must succeed
on a DC 30 Strength saving throw at the start of their turn or have
their movement reduced to 0 on a failed save, or have their movement
reduced by half on a successful one. In addition all sources of light are
snuffed out and light spells below the 5th level do not work. Also this
area is considered difficult terrain."

2
Astralis "The Star Forger" Cosmic Siege Monster. Astralis deals triple damage to objects
and structures.
Gargantuan dragon (primordial), chaotic neutral

Armor Class 26 (natural armor) Actions


Hit Points 2350 (100d20 + 1300) Multiattack. Astralis can use his Frightful Presence. He then
Speed 100 ft., fly 300 ft. makes three attacks: one with his bite and two with his claws.
Bite. Melee Weapon Attack: +21 to hit, reach 80 ft., one target.
STR DEX CON INT WIS CHA Hit: 43 (6d10 + 10) piercing damage plus 14 (4d6) cold
30(+10) 10(+0) 36(+13) 22(+6) 20(+5) 24(+7) damage, 14 (4d6) fire damage and 14 (4d6) radiant damage.
Claw. Melee Weapon Attack: +21 to hit, reach 75 ft., one target.
Saving Throws Str +21, Dex +11, Con +24, Wis +17, Cha +18 Hit: 31 (6d6 + 10) slashing damage plus 7 (2d6) cold damage,
Skills Perception +27 7 (2d6) fire damage and 7 (2d6) radiant damage.
Damage Resistances necrotic, force; bludgeoning, piercing, and Tail. Melee Weapon Attack: +21 to hit, reach 90 ft., one target.
slashing damage from +1 or lesser magical weapons Hit: 37 (6d8 + 10) bludgeoning damage. If the target is a
Damage Immunities cold, fire, poison, radiant; bludgeoning, creature, it must succeed on a DC 29 Constitution saving
piercing, and slashing damage from nonmagical weapons throw or be knocked prone or pushed 70 feet away, Astralis'
Condition Immunities charmed, exhaustion, frightened, choice, and be stunned until the end of Astralis' next turn.
poisoned, blinded
Senses blindsight 250 ft., darkvision 1000 ft., truesight 150 ft., Frightful Presence. Each creature of Astralis' choice that is
passive Perception 37 within 300 feet of him and aware of him must succeed on a DC
Languages Primordial, telepathy 1000 ft. 26 Wisdom saving throw or become frightened for 1 minute. A
Challenge 40 (405,000 XP) 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
Colossal. Astralis' space is 100 feet by 100 feet and he has saving throw is successful or the effect ends for it, the creature
advantage on saving throws against being knocked prone or is immune to Astralis' Frightful Presence for the next 24 hours.
pushed. Breath Weapon (Recharge 5-6). Astralis uses one of the
following breath attacks.
Cosmic Biology. Astralis does not need to breath, eat, sleep or
rest. Red Star Breath. Astralis exhales red starfire in a 400-foot cone.
Each creature in that area must succeed on a DC 32 Dexterity
Innate Spellcasting. Astralis' spellcasting ability is Charisma saving throw, taking 52 (8d12) cold damage plus 52 (8d12)
(spell save DC 26, +18 to hit with attack spells). Astralis can fire damage and 52 (8d12) radiant damage on a failed save, or
innately cast the following spells, requiring no material half as much damage on a successful one.
components:
Blue Star Breath (1/day). Astralis exhales blue starfire in a 400-
At will: crown of stars (9th level, Casting Time: 1 Bonus action), foot cone. Each creature in that area must succeed on a a DC
sunburst (15d10 radiant damage), wall of ice (9th level), 32 Dexterity saving throw, taking 78 (12d12) cold damage
creation (9th level, Duration: Until dispelled) plus fire 78 (12d12) damage and 78 (12d12) radiant damage
3/day each: teleport, plane shift on a failed save, or half as much damage on a successful one. If
this damage reduces the target to 0 hit points, it is
2/day each: meteor swarm, gate disintegrated. After using this ability, Astralis cannot use his
Legendary Resistance (5/Day). If Astralis fails a saving throw, he breath attacks for the next 24 hours.
can choose to succeed instead.
Limited Magic Immunity. Astralis is immune to spells of 5th
Legendary Actions
level or lower unless he wishes to be affected. He has Astralis can take 5 legendary actions, choosing from the
advantage on saving throws against all other spells and magical options below. Only one legendary action option can be used at
effects. a time and only at the end of another creature's turn. Astralis
regains his spent legendary actions at the start of his turn.
Magic Weapons. Astralis' weapon attacks are magical.
Starwoven Scales. Any time Astralis is targeted by a magic Detect Astralis makes a Wisdom (Perception) check.
missile spell, a line spell, or a spell that requires a ranged attack Tail Attack (Costs 2 Actions). Astralis makes a tail Attack.
roll, roll a d6. On a 1 to 5, Astralis is unaffected. On a 6, Astralis
is unaffected, and the effect is reflected back at the caster as Wing Attack (Costs 2 Actions). Astralis beats his wings. Each
though it originated from Astralis, turning the caster into the creature within 50 ft. of Astralis must succeed on a DC 29
target. Dexterity saving throw or take 31 (6d6 + 10) bludgeoning
damage and be knocked prone. Astralis can then fly up to half
Star Aura. Astralis sheds bright light in a 100-foot radius, and his flying speed.
dim light for an additional 100 feet. In addition, at the start of
Astralis' turns, each creature within 20 feet of him takes 10 Cosmic Blast (Costs 3 Actions). Astralis releases a powerful burst
(3d6) cold damage plus 10 (3d6) fire damage and 10 (3d6) of cosmic energy around 100 ft. of him. Each creature must
radiant damage, and flammable Objects in the aura that aren't make a DC 26 Constitution saving throw, taking 26 (4d12)
being worn or carried ignite. cold damage plus 26 (4d12) fire damage and 26 (4d12)
radiant damage and be knocked prone on a failed save, or half
Regeneration. Astralis regains 50 hit points at the start of his as much damage and not be knocked prone on a successful
turn. one.

3
Cavum "The Abyssal Void" Actions
Gargantuan dragon (primordial), neutral Multiattack. Cavum can use his Frightful Presence. He then
makes three attacks: one with his bite and two with his claws.
Armor Class 28 (natural armor)
Hit Points 2042 (95d20 + 550) Bite. Melee Weapon Attack: +21 to hit, reach 70 ft., one target.
Speed 100 ft., fly 300 ft. Hit: 43 (6d10 + 10) piercing damage plus 28 (8d6) cold
damage and 28 (8d6) necrotic damage.
STR DEX CON INT WIS CHA Claw. Melee Weapon Attack: +21 to hit, reach 65 ft., one target.
Hit: 31 (6d6 + 10) slashing damage plus 21 (6d6) cold
28(+9) 14(+2) 32(+11) 24(+7) 22(+6) 36(+13) damage, and 21 (6d6) radiant damage.

Saving Throws Str +20, Dex +13, Con +22, Wis +17, Cha +24 Tail. Melee Weapon Attack: +21 to hit, reach 90 ft., one target.
Skills Perception +28 Hit: 37 (6d8 + 10) bludgeoning damage. If the target is a
Damage Resistances radiant, force; bludgeoning, piercing, and creature, it must succeed on a DC 29 Constitution saving
slashing damage from +1 or lesser magical weapons throw or be knocked prone or pushed 50 feet away, Cavum's
Damage Immunities cold, fire, poison, necrotic; bludgeoning, choice, and be stunned until the end of Cavum's next turn.
piercing, and slashing damage from nonmagical weapons Frightful Presence. Each creature of Cavum's choice that is
Condition Immunities charmed, exhaustion, frightened, within 300 feet of him and aware of him must succeed on a DC
poisoned, blinded 32 Wisdom saving throw or become frightened for 1 minute. A
Senses blindsight 250 ft., darkvision 1000 ft., truesight 150 ft., creature can repeat the saving throw at the end of each of its
passive Perception 38 turns, ending the effect on itself on a success. If a creature's
Languages Primordial, telepathy 1000 ft. saving throw is successful or the effect ends for it, the creature
Challenge 39 (375,000 XP) is immune to Cavum's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). Cavum uses one of the following
Colossal. Cavum's space is 90 feet by 90 feet and he has breath attacks.
advantage on saving throws against being knocked prone or
pushed. Cold Space Breath. Cavum exhales ice colder than space in a
400-foot cone. Each creature in that area must make a DC 30
Cosmic Biology. Cavum does not need to breath, eat, sleep or Constitution saving throw, taking 91 (14d12) cold damage
rest. plus 91 (14d12) necrotic damage and be restrained for 1
Innate Spellcasting. Cavum's spellcasting ability is Charisma minute on a failed save, or half as much damage and not be
(spell save DC 32, +24 to hit with attack spells). Cavum can restrained on a successful one. A creature can repeat the saving
innately cast the following spells, requiring no material throw at the end of each of its turns, ending the effect on itself
components: on a success.
Void Breath (1/day). Cavum exhales pure void energy in a 400-
At will: ice storm (9th level, 200-foot-radius and 100-foot-high,
foot cone. Each creature in that area must succeed on a DC 30
22d6 cold damage), wall of ice (9th level), ice knife (6th lvl,
Constitution saving throw, taking 130 (20d12) cold damage
Casting time: 1 Bonus action)
plus 130 (20d12) necrotic damage and be paralyzed for 1
3/day each: teleport, plane shift minute on a failed save, or half as much damage and not be
2/day each: meteor swarm (cold damage instead of fire paralyzed on a successful one. After using this ability, Cavum
damage), gate, otiluke's freezing sphere (9th level, 30d6 cold cannot use his Breath Weapons for the next 24 hours. A
damage) creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
Legendary Resistance (5/Day). If Cavum fails a saving throw, he
can choose to succeed instead. Legendary Actions
Limited Magic Immunity. Cavum is immune to spells of 5th level Cavum can take 5 legendary actions, choosing from the options
or lower unless he wishes to be affected. He has advantage on below. Only one legendary action option can be used at a time
saving throws against all other spells and magical effects. and only at the end of another creature's turn. Cavum regains
Magic Weapons. Cavum's weapon attacks are magical. his spent legendary actions at the start of his turn.
Void Scales. Any time Cavum is targeted by a 6th level or above Detect Cavum makes a Wisdom (Perception) check.
roll a d6. On a 1 to 3, Cavum is unaffected and regains 35 Tail Attack (Costs 2 Actions). Cavum makes a tail Attack.
(10d6) hit points. On a 4 to 6, the spells works as normal.
Wing Attack (Costs 2 Actions). Cavum beats his wings. Each
Void Aura. Cavum absorbs all the light and temperature in a creature within 50 ft. of Cavum must succeed on a DC 29
100-foot radius around him causing an effect similar to the Dexterity saving throw or take 31 (6d6 + 10) bludgeoning
darkness spell. Darkvision does not work in this area. This effect damage and be knocked prone. Cavum can then fly up to half
can temporarily be removed with a 5th level light-based spell. his flying speed.
In addition, at the start of each of Cavum's turns, each creature
within 20 feet of him takes 21 (6d6) cold damage and 21 Black Hole (Costs 3 Actions). Cavum creates a miniature black
(6d6) necrotic damage. hole in a 15-foot sphere centered on a point he can see within
100 feet of him. Every creature except Cavum that starts its
Regeneration. Cavum regains 30 hit points at the start of his turn within 100 feet of the black hole must succeed on a DC
turn. 32 Strength saving throw or be pulled 50 feet towards the
Cosmic Siege Monster. Cavum deals triple damage to objects center of it. This hole works the same as a sphere of
and structures. annihilation except that it cannot be moved or controlled. Every
creature except Cavum that starts its turn in a 50 feet radius
around the sphere takes 27(5d10) cold damage. Anything that
touches the sphere takes 55 (10d10) cold damage at the start
of its turn. Cavum can only create 3 black holes. If he wants to
create a 4th one he must destroy one of the existing ones.

4
Impetus "The Law of Force" Cosmic Siege Monster. Impetus deals triple damage to objects
and structures.
Gargantuan dragon (primordial), lawful neutral

Armor Class 26 (natural armor) Actions


Hit Points 1845 (90d20 + 900) Multiattack. Impetus can use his Frightful Presence. He then
Speed 150 ft., fly 500 ft. makes three attacks: one with his bite and two with his claws.
Bite. Melee Weapon Attack: +21 to hit, reach 30 ft., one target.
STR DEX CON INT WIS CHA Hit: 32 (4d10 + 10) piercing damage plus 42 (12d6) force
26(+8) 30(+10) 30(+10) 24(+7) 22(+6) 30(+10) damage.
Claw. Melee Weapon Attack: +21 to hit, reach 25 ft., one target.
Saving Throws Str +19, Dex +21, Con +21, Wis +17, Cha +21 Hit: 24 (4d6 + 10) slashing damage plus 28 (8d6) force
Skills Perception +28 damage.
Damage Resistances bludgeoning, piercing, and slashing Tail. Melee Weapon Attack: +21 to hit, reach 40 ft., one target.
damage from +1 or lesser magical weapons Hit: 31 (4d8 + 10) bludgeoning damage. If the target is a
Damage Immunities cold, fire, poison, force; bludgeoning, creature, it must succeed on a DC 29 Constitution saving
piercing, and slashing damage from nonmagical weapons throw or be knocked prone or pushed 50 feet away, Impetus'
Condition Immunities charmed, exhaustion, frightened, choice, and be stunned until the end of Impetus' next turn.
poisoned, blinded
Senses blindsight 250 ft., darkvision 1000 ft., truesight 150 ft., Frightful Presence. Each creature of Impetus' choice that is
passive Perception 38 within 300 feet of him and aware of him must succeed on a DC
Languages Primordial, telepathy 1000 ft. 29 Wisdom saving throw or become frightened for 1 minute. A
Challenge 38 (345,000 XP) 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
Colossal. Impetus' space is 50 feet by 50 feet and he has saving throw is successful or the effect ends for it, the creature
advantage on saving throws against being knocked prone or is immune to Impetus' Frightful Presence for the next 24
pushed. hours.
Force Rush (Recharge 5-6). Impetus charges towards a point he
Cosmic Biology. Impetus does not need to breath, eat, sleep or can see within 500 feet of him. Every creature in a 50-foot
rest. wide line between his starting and end point has to succeed on
Innate Spellcasting. Impetus' spellcasting ability is Charisma DC 29 Dexterity saving throw, taking take 78 (16d8)
(spell save DC 29, +21 to hit with attack spells). Impetus can bludgeoning damage plus 56 (16d6) force damage on a failed
innately cast the following spells, requiring no material save, or half as much damage on a successful one.
components: Unrelenting Force (Recharge 3-6). Impetus exhales pure force in
At will: magic missile (10 missiles), bigby's hand (6th level), a 500-foot long and 40-foot wide line. Each creature in that
wall of force line must succeed on a DC 29 Dexterity saving throw, taking
110 (20d10) force damage and be pushed 100 feet away, and
3/day each: teleport, plane shift stunned for 1 minute on a failed save, or half as much damage
2/day each: meteor swarm (force damage instead of fire and not be pushed and stunned on a successful one. A creature
damage), magic missile (30 missiles), eldritch blast (7d10 can repeat the saving throw at the end of each of its turns,
damage, 6 beams) ending the stunned effect on itself on a success.
Legendary Resistance (5/Day). If Impetus fails a saving throw, he Legendary Actions
can choose to succeed instead.
Impetus can take 5 legendary actions, choosing from the
Limited Magic Immunity. Impetus is immune to spells of 5th options below. Only one legendary action option can be used at
level or lower unless he wishes to be affected. He has a time and only at the end of another creature's turn. Impetus
advantage on saving throws against all other spells and magical regains his spent legendary actions at the start of his turn.
effects.
Magic Weapons. Impetus' weapon attacks are magical. Detect Impetus makes a Wisdom (Perception) check.
Force Constitution. Impetus' body is made out of pure force. Tail Attack (Costs 2 Actions). Impetus makes a tail Attack.
Every time he would be damaged by force damage which did Wing Attack (Costs 2 Actions). Impetus beats his wings. Each
not originate from him, he regains that many hit points instead. creature within 30 ft. of Impetus must succeed on a DC 29
Due to his innate mastery of force, when Impetus casts the Dexterity saving throw or take 24 (4d6 + 10) bludgeoning
spell bigby's hand he can summon 3 hands instead of one. He damage and be knocked prone. Impetus can then fly up to half
can maintain concentration for every hand and does his his flying speed.
concentration saves for every hand separately. When he casts
the spell and as a bonus action on his subsequent turns he can Force Rush (Costs 3 Actions). Impetus uses Force Rush if
move and act with each hand. available. Force Rush only does half damage.
Force Storm. Impetus naturally exudes a powerful storm of Force Cannon (Costs 5 Actions). Impetus exhales a ball of force
rampaging energy in a 100 feet radius around him. At the start towards a 40-foot radius area centered on a point Impetus
of each of Impetus' turns, each creature in the area takes 21 chooses within 120 feet of him. Each creature in that area must
(6d6) force damage. In addition, the area is obscured and is succeed on a DC 29 Dexterity saving throw, taking 45 (13d6)
difficult terrain. bludgeoning damage plus 45 (13d6) force damage on a failed
save, or half as much damage on a successful one.
Regeneration. Impetus regains 30 hit points at the start of his
turn.

5
Caeletes "The Heavenly Cosmic Siege Monster. Caeletes deals triple damage to objects
and structures.
Body"
Gargantuan dragon (primordial), lawful neutral Actions
Multiattack. Caeletes can use her Frightful Presence. She then
Armor Class 22 (natural armor) makes two attacks: one with her bite, and one with her claws.
Hit Points 2677 (105d20 + 1575)
Speed 150 ft., fly 200 ft. Bite. Melee Weapon Attack: +24 to hit, reach 150 ft., one
target. Hit: 68 (10d10 + 13) piercing damage.
STR DEX CON INT WIS CHA Claw. Melee Weapon Attack: +24 to hit, reach 140 ft., one
target. Hit: 46 (10d6 + 13) slashing damage.
36(+13) 10(+0) 40(+15) 14(+2) 12(+1) 14(+2)
Tail. Melee Weapon Attack: +24 to hit, reach 200 ft., one target.
Hit: 57 (10d8 + 13) bludgeoning damage. If the target is a
Saving Throws Str +24, Dex +11, Con +26, Wis +12, Cha +13 creature, it must succeed on a DC 32 Constitution saving
Skills Perception +23 throw or be knocked prone or pushed 100 feet away, Caeletes'
Damage Resistances bludgeoning, piercing, and slashing choice, and be stunned until the end of Caeletes' next turn.
damage from +1 or lesser magical weapons
Damage Immunities cold, fire, poison, force; bludgeoning, Frightful Presence. Each creature of Caeletes' choice that is
piercing, and slashing damage from nonmagical weapons within 300 feet of her and aware of her must succeed on a DC
Condition Immunities charmed, exhaustion, frightened, 21 Wisdom saving throw or become frightened for 1 minute. A
poisoned, blinded creature can repeat the saving throw at the end of each of its
Senses blindsight 250 ft., darkvision 1000 ft., truesight 150 ft., turns, ending the effect on itself on a success. If a creature's
passive Perception 33 saving throw is successful or the effect ends for it, the creature
Languages Primordial, telepathy 1000 ft. is immune to Caeletes' Frightful Presence for the next 24
Challenge 37 (315,000 XP) hours.
Rampage (Recharge 5-6). Caeletes attacks every creature within
Colossal. Caeletes' space is 200 feet by 200 feet and she has her claw range with two claw attacks.
advantage on saving throws against being knocked prone or
pushed. Planet Blast (Recharge 6). Caeletes exhales matter of creation in
a 400-foot cone. Each creature in that area must succeed on a
Cosmic Biology. Caeletes does not need to breath, eat, sleep or DC 34 Dexterity saving throw, taking 105 (10d20)
rest. bludgeoning damage on a failed save, or half as much damage
on a successful one.
Innate Spellcasting. Caeletes' spellcasting ability is Charisma
(spell save DC 19, +11 to hit with attack spells). Caeletes can
innately cast the following spells, requiring no material
Legendary Actions
components: Caeletes can take 5 legendary actions, choosing from the
options below. Only one legendary action option can be used at
At will: earth bind (8 creatures), erupting earth (7th level), a time and only at the end of another creature's turn. Caeletes
maximillian's earthen grasp (Casting time: Bonus action, no regains her spent legendary actions at the start of his turn.
concentration needed), bones of the earth (9th level)
3/day each: teleport, plane shift Detect Caeletes makes a Wisdom (Perception) check.
1/day each: meteor swarm (bludgeoning damage), earthquake Tail Attack (Costs 2 Actions). Caeletes makes a tail Attack.
(size, 500 feet), earth tremor (9th level) Wing Attack (Costs 2 Actions). Caeletes beats his wings. Each
Legendary Resistance (5/Day). If Caeletes fails a saving throw, creature within 100 ft. of Caeletes must succeed on a DC 32
she can choose to succeed instead. Dexterity saving throw or take 54 (10d6 + 18) bludgeoning
damage and be knocked prone. Impetus can then fly up to half
Limited Magic Immunity. Caeletes is immune to spells of 5th his flying speed.
level or lower unless she wishes to be affected. She has
advantage on saving throws against all other spells and magical Cosmic Roar (Costs 3 Actions). Caeletes roars with so much
effects. force that each creature within 200 feet of her must succeed
on a DC 34 Constitution saving throw, taking 22 (4d10)
Magic Weapons. Caeletes' weapon attacks are magical. thunder damage and be deafened on a failed save, or take half
Dense Body. Caeletes body is so dense and durable she reduces as much damage and not be deafened on a successful one.
all incoming damage by 20. Planetary Smash (Costs 5 Actions). Caeletes charges in a straight
Cosmic Strength. Caeletes deals 4 extra damage dice with her line with the full brunt of her body to a point she can see within
attacks. 200 feet of her. Every creature in a 200-foot wide line between
her starting and end point must succeed on a DC 32 Dexterity
Regeneration. Caeletes regains 50 hit points at the start of her saving throw or take 63 (6d20) bludgeoning damage on a
turn. failed save, or half as much damage on a successful one.

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