Gargantuan Dragon, Neutral
Armor Class 21 (natural armor)
Hit Points 569 (28d20 + 252)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
20 (+5)
DEX
15 (+2)
CON
26 (+8)
INT
21 (+5)
WIS
25 (+7)
CHA
18 (+4)
Saving Throws CON +15, INT +12, WIS +14, CHA +11
Skills Intimidation +14, Perception +16
Damage Immunities Fire
Condition Immunities Frightened
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Common, Draconic
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) 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.

Fire Breath (Recharge 5–6). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

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 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

The sun dragon has a massive frill extending from its neck. It flares up the frill to soak up sunlight, which powers up its fire attacks. It also has a large sail on its tail, which is used to soak up more sunlight.

Lair and Lair Actions

A Sun Dragon’s Lair

 

Sun dragons like to make burrows deep underground. However they only sleep in the lair, most of their time during the day is spent basking on rocks to soak up sun. They can be found in most any location, but they are most common in rolling hills and low mountains. 

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:

  • Rocks fall from the ceiling of the lair in a 40 foot circle. Those inside the circle must make a dc 15 Dexterity saving throw or take 2d8 bludgeoning damage.
  • The dragon flaps its wings to kick up dust in a 70 foot square around it. Those inside the circle are blinded until the end of their next turn.
  • The dragon creates a small earthquake 50 feet around it, the area affected becoming difficult terrain.

 

Habitat: HillMountain

DancingKitty349

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