Superior Sight. The dragon has double advantage on Wisdom (Perception) checks that rely on sight.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws or two with its tail.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage and 7 (2d6) radiant damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) 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 19 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.
Sun Breath (Recharge 5–6). The dragon exhales light in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 45 (10d8) radiant damage on a failed save or half as much on a successful one.
Description
A solar dragon radiates a graceful and magnificent might, their red, orange or yellow scales appear to shine brightly. Upon their heads three long horns extend backwards, and a pair of huge wings sprout from their back. They have a keen interest in advancing mortals as well as practicing different crafts.
Lair and Lair Actions
A Sun Dragon’s Lair
Sun dragons lair in any open place high above the ground, as close to the sun as possible. They adore the light of day, and will often build their lair with one or several gigantic windows of transparent glass or crystals. Besides these glass features, sun dragons tend to build their lairs from magmatic stones, often granite, and quite commonly seal their hoard away shielded by a wall of steel.
Sun dragons always have a forge somewhere in their lair. Here they may forge steel walls to build their vault, and magical weapons, armour and equipment. Usually will the sun dragon have a chamber reserved for meeting humanoid guests and one for draconic guests. They also tend to have an armoury, a dining room and a very warm place to sleep.
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:
- Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
- A flash of light radiates from the dragon, extending out to a range of 60 feet from it. All creatures within that area must make a DC 15 constitution saving throw. On a failed save, they are blinded.
- The air pressure decreases rapidly, causing strong winds to blow into the area. Until initiative 20 on the next turn, a 120 feet diameter circle the dragon chose within sight of it is covered in strong winds, as described in the DM’s Guide.
Regional Effects
The region containing a legendary solar dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- The sun shines brighter within 6 miles of the dragon’s lair, and rain is less frequent.
- Plants within 6 miles of the dragon’s lair grows faster and carries more fruits, grow more berries and produce more seeds.
- Spells that create light or deal radiant damage within 1 mile of the dragon’s lair are twice as powerful.
If the dragon dies, these effects fade over the course of 2d6 days.







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