Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) radiant damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) 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 16 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.
Radiant Breath (Recharge 5–6). The dragon exhales sunbeam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) 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.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
The most cunning and despicable of dragons, radiant dragons use mimicry and trickery to get the upper hand against their enemies. A radiant dragon is recognized by the bright glow of radiance off their scales that look like the sun light to fool adventurers brave enough to come across the dragon.
Lair and Lair Actions
The heat-loving radiant dragons will fight for land with rivaled red dragons, for lava pools and radioactive lands filled with mysterious creatures of the unknown. Blocked by the bright blinding glow seems as the sun is inches from the Earth, that cues radiant dragon lair or one is near. Most radiant dragon lairs will be lined with bright rubies and diamonds, that deal radiant damage when touched.
These evil dragons wish nothing but worst things on trespassers of their lands and adventurers brave enough to try and kill one, will face the consequences before dealing damage.
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 bright gems lined on the entrance walls, when touched will do 67 (9d10) radiant damage and is paralyzed for 1 minute.
- The gems can start to ooze will bright liquid that release painful gases that deal 10 (2d6) radiant damage and 4 (1d6) poison damage.
Regional Effects
The region containing a legendary radiant dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Before the creature(s) enter the cave, each one must make a DC 15 Wisdom check to realize the entrance is dangerous. Anyone who walks through the entrance takes 39 (8d6) force damage and is blasted 50 feet away. If the creature hits an object or creature they take 3 (1d4) bludgeoning damage. The barrier can only be passed through by casting Dispel Magic or beating a DC 12 Dexterity (Athletics) check.
- Any Human, Fiend, or Fey must make a DC 12 Wisdom saving throw when going within 100 feet of the cave entrance or be charmed by the dragon for 1 minute.
If the dragon dies, the effect is no longer there, but any creature charmed will fall unconscious and cannot be awoke unless by a DC 16 Strength check to slap them awake.
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