Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Radiant Sight. The bright dragon's darkvision perceives everything as bright light, and can pierce magical darkness.
Multiattack. The dragon can use its Frightful Presence and its Bright Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 7 (2d6) fire damage and 7 (2d6) radiant damage.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +18 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.
Bright Presence (1/day). Each creature that can see the dragon within a 120-foot cone must make a DC 25 Constitution saving throw or be Blinded. A creature blinded in this way can repeat the saving throw at the end of each of their turns until they collect three successes or failures. If a creature collects three failures, they are blinded until affected by a Lesser Restoration spell or other similar curative. A creature that successfully makes their initial save against this or collects three successes is immune to the dragon's Bright Presence for an amount of days equal to either their Intelligence or Wisdom score as the vivid experience is fresh in the mind, the timing to avert their gaze pertinent any repeating time.
Fire Breath (Recharge 5–6). The dragon exhales radiant lashes of flame in a 90-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 49 (14d6) fire damage and 49 (14d6) radiant damage on a failed save, or half as much damage on a successful one.
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.
Radiant Cascade (Costs 2 Actions). Cracks of light emit from the dragon's scales, shifting with each movement. Each creature within 30 feet of the dragon must make a DC 16 Dexterity saving throw. A creature takes 22 (4d8) radiant damage on a failed save, or half as much damage on a successful one.
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
Borne of Light, Kin of Light. Aasimar have advantage on Charisma checks to interact with the bright dragon, and the bright dragon begins at least neutral towards an Aasimar and their allies.
Made unto Light. Being borne from any manner of fiery, feisty, or hot-tempered draconic brethren, an infusion of light similar to how a dragon may transform into a Shadow Dragon may occur with positive energy, transforming such a mythological being into something of barely rumored legend, a Bright Dragon.
Uniquely Exotic. A bright dragon appears with any manner of pure white scales, whether metallic or chomatic, pure or stylized. A bright dragon might have white scales with golden streaks along their body, or they might have a yellow pattern coming from their eyes and running along their spine. A bright dragon can have any manner of pattern and style, each one being exotic in their own manner, let alone their personality.
After all, a bright dragon might even just be a red dragon that had been infused with the light, their disposition altered but not remade, being pushed towards neutrality or even good, but still aggressive and highly territorial.
Scourging Light
If a Scourge Aasimar is subjected to the bright dragon's Bright Presence, apply the following alterations to their Radiant Consumption feature. An Aasimar can rid themselves of this infused light by performing a 3-day ritual, at the end of which they burst with light, being reduced to 0 hit points and removing all alterations listed below.
Additionally, a Scourge Aasimar can willingly fail their saving throw against it.
The specifics of such a ritual may be long forgotten ancient knowledge, or be a negligible tome left in a prestigious library such as Candlekeep, or even known by celestials such as a Solar, or other dragons, most notably either Red dragons or Gold dragons.
- If the Aasimar is Blinded, they can choose to become immune to any effect that would cure them of this blindness, including the effect expiring, and they gain blindsight out to 30 feet. If they are cured of their blindness, they lose this benefit until blinded by the dragon's Bright Presence again, to which they can willingly fail their saving throw.
- Whenever their Radiant Consumption trait refers to their level, it is treated as double their actual level.
- The area of their Radiant Consumption trait is doubled, emitting bright light to 20 feet and dim light for an additional 20 feet, and creatures within 20 feet take the Radiant Consumption damage.
- The Aasimar can activate their Radiant Consumption as a bonus action.
- The Aasimar cannot end their Radiant Consumption early, but it does end early if they fall unconscious.
- The Aasimar must use their Radiant Consumption each day as the infused light burns fiercely within them, otherwise it starts to passively emanate, dealing 1 radiant damage to all creatures in a 5-foot radius around the Aasimar at the end of every 10d6 minutes. Every day they don't use their Radiant Consumption, the area and damage doubles.
Lair and Lair Actions
A Bright Dragon’s Lair
Bright dragons lair in high mountains bathed in sunlight, dwelling in caverns open as can be. Caves with bioluminescent flora or naturally radiant life become the most highly prized bright dragon lairs, creating splendor that the dragon enjoys, and dissuades superstitious mortals from interrupting its slumber.
With its hoard well protected deep within the lair, a bright dragon spends as much of its time outside in the light as in its brightly lit home. For a bright dragon, the great heights of the world are the throne from which it can look out to survey all it surveilles — and the wider world it seeks to have informative dominion over.
Throughout the lair complex, unseen servants slowly create bright, vivid monuments to the dragon’s power, telling the glorious story of its life, the enemies it has slain, and the darkness it has seared into oblivion, replacing it with the only truth - the light.
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:
- Searing radiance cascades from countless points toward a point the dragon can see within 120 feet of it, creating a concentrated zone of light. Each creature in the light’s area must make a DC 15 Dexterity saving throw, taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
- A tremor shakes the lair in a 60-foot radius around the dragon, light emitting from the cracks in the ground. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone. All creatures within 120 feet of the ground that can see it must make a DC 15 Constitution saving throw or be Blinded until the end of their next turn.
- Shards of gemstones and glass form a shroud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is heavily obscured, only able to see bare snippets through the swirling mass of shards. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Dexterity saving throw or take 14 (4d6) Slashing damage, and additionally a DC 15 Constitution saving throw or take 10 (3d6) radiant damage and be Blinded until the end of its turn.
Regional Effects
The region containing a legendary bright dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- The sun shines brighter within 8 miles of the dragon’s lair.
- Water sources within 1 mile of the lair are supernaturally warm and entirely pure - almost off-puttingly so, tasting strange.
- Radiant scars mar the land within 6 miles of the dragon’s lair. At the end of every 1d4 hour/s, each creature in sunlight that is not aligned with the dragon must make a DC 14 Constitution saving throw, enduring the light from a preternatural origin. A creature takes 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one.
If the dragon dies, these effects fade over the course of 2d6 days.
Previous Versions
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1/17/2021 3:22:51 PM
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4/16/2021 9:42:25 AM
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Coming Soon
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