Breathless. The dragon does not need to breathe.
Mythical Protection (1/Type/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Glamorous Scales (3/Day). Any lightning attacks are absorbed to heal 30 HP.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its Solar Breath and two with its Bite.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing 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 30 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Radiant Light. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Constitution saving throw or become blinded 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.
Breath Weapons (Recharge 4–5). The dragon uses one of the following breath weapons.
Solar Breath. The dragon exhales Sun Fire in a 120-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking (12d10) fire damage on a failed save, or 2/3 as much damage on a successful one.
Mystic Breath. The dragon exhales an Energy Blast in a 50-foot cylinder. Each creature in that area must make a DC 24 Constitution saving throw, taking (2d20) psychic damage on a failed save, or no damage on a successful one.
The dragon can take 3 mythic actions, choosing from the options below. Only one mythic action option can be used at a time and only at the end of another creature's turn. The dragon regains spent mythic actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Swipe. The dragon makes a tail attack.
Whirlwind. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Lair and Lair Actions
Arcane Sun Dragon’s Lair
This ancient, immortal dragon sleeps deep inside of volcanic caves. If the volcano erupts the dragon awakens and goes on a year long rampage of death and destruction before returning to its nest to sleep once more. A picky dragon the Arcane Sun Dragon prefers only rubies, topaz, and gold in its hoard.
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:
- The dragon starts to glow healing 1/4th of its missing health.
- The creature to most recently attack the dragon is hit for 12% Max HP
- One creature the dragon can see within 120 feet of it must succeed on a DC 15 Wisdom saving throw or be banished to the Solar Prison for 24hrs. or until the saving throw is made.
- When someone escapes the Solar Prison they will reappear where they were imprisoned or near to that space if it is currently occupied.
Regional Effects
The region containing a legendary gold dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Whenever an offering of the Arcane Sun Dragon's preferred treasures are sacrificed into the lava the person giving said offering will receive a blessing from the Dragon if deemed worthy.
- Everything within the antechamber of the dragon's lair and beyond seems to be tinted gold.
- Rubies and Topaz gems within the dragon’s lair sparkle and gleam, shedding dim light in a 3-foot radius.
These effects end, the volcano erupts, and the lair collapses 2 hours after the dragon's defeat.
Solar Prison
- When imprisoned in the Solar Prison you must make a DC 15 Wisdom saving check to escape if the check is attempted and fails the imprisoned will lose 1/8th of their current health if this mechanic would do less than 10 HP damage the imprisoned entity will die instead.
- If the imprisoned person has not escaped or died within 24 hours they will reappear where they were imprisoned or near to that space if it is occupied.
- The Solar Prison itself is a 60ft by 60ft barren landscape of solid flame that can only be left through a DC 15 Wisdom saving check.