Gargantuan Dragon, Typically Lawful Good
Armor Class 21 Natural Armor
Hit Points 367 (21d20 + 140)
Speed 45 ft., Fly 90 ft.
STR
28 (+9)
DEX
18 (+4)
CON
26 (+8)
INT
18 (+4)
WIS
24 (+7)
CHA
27 (+8)
Saving Throws STR +16, CON +15, CHA +15
Skills Perception +14, Religion +11
Damage Resistances Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Fire
Condition Immunities Blinded, Charmed, Frightened
Senses Darkvision 300 ft., Truesight 60 ft., Passive Perception 24
Languages All Telepathy 60ft., Celestial, Common, Draconic
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance(3/day): If the dragon fails a saving throw, it may choose to succeed again.

Magic Resistance: The Dragon gains advantage on saving throws made against spells and other magical effects.

Shining Brilliance: The dragon sheds bright light out to 30 feet and dim light for another 30 feet, this light is considered sunlight. Any undead that does not posses legendary actions in this radius are instantly destroyed and fiends take 5d10 radiant damage if they start their turn in this radius or enter it for the first time in a round. Additionally plant life flourishes in this aura, growing at an extremely accelerated rate.

Divine Might: The dragon adds extra radiant damage to its melee attacks. The amount added is equal to it's charisma modifier(included in the attack).

Healing Mastery: The dragon may choose to heal a creature for the maximum amount instead of rolling for healing when using its spells or abilities, this can only be done when the dragon is healing creatures other than itself. Additionally, when a healing ability is used on a fiend or undead creature, they are instead dealt the amount healed as radiant damage instead.

Innate Spellcasting: The dragon can innately cast the following spells. Charisma is its spellcasting modifier, DC 23, +15 to hit;

  • At Will: Guidance, Guiding Bolt, Cure Wounds(5th Level), Aura of Vitality, Sunbeam, Silvery Barbs.
  • 3/day: Heal, Hallow, Aura of Life, Aura of Purity, Daylight, Fizban's Platinum Shield.
  • 1/day: Sunburst, Holy Aura, Divine Word, Summon Draconic Spirit(9th Level).
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: +16 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus an additional 9 Radiant Damage..

Claw: Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage plus an additional 9 Radiant Damage.

Tail: Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage plus an additional 9 Radiant 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 23 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.

Breath Weapons (Recharge 5–6): The dragon uses one of the following breath weapons.

  • Sunlight Breath: The dragon exhales lightning in a 120 foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) Radiant damage on a failed save, or half as much damage on a successful one.
  • Binding Breath: The dragon emits a bright flash of light from its mouth in a 90ft Cone. All creatures in the area must make a DC 23 Constitution Saving throw or become bound by chains of light, becoming restrained for 1 minute. A restrained creature may use its action to attempt a DC 23 Strength Saving throw, ending the effect on a success.
  • Purifying Breath: The dragon exhales a soothing mist from its mouth in a 90 ft Cone. All creatures in that area regain 63(14d8) HP and are cured of blindness, poison, and disease.

Change Shape: The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, Fly speed, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

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.

Cast a spell(Costs 2 Actions): The dragon casts a spell listed under its innate spellcasting.

Description

Sunstone Dragons are exceptionally rare and powerful beasts. They come into being when a metallic or gem dragon is born on Mount Celestia or given the blessing of a Good Aligned god. These dragons become true embodiments of divine power and exert their influence on the planes of the Gods, acting as protectors of divine power or artifacts or act as the eyes and ears of the gods on the mortal planes. Bhamut himself is protected by these dragons, who also enact his wishes and guard his plane and his followers from Tiamat and her followers.

Shining Specimens: A sunstone dragon bears scales said to be made of pure light. They are glittering, almost translucent scales, glittering with what seems to be bits of gold and polished copper. These scales are contrasted by the dragons great frill, resembling the mane of a lion. Its frills, mane, claws, bones and teeth are all made of the celestial metal, Orihalcum, infusing its very body with holy energy and as such, it sheds soothing, warm light at all times, making even the darkest nights feel mush safer.

Bane of Evil: A sunstone dragon bears an innate hatred for creatures of the dark. Undead, Abberations, and fiendish creatures of all types bear the ire of these divine beasts. Its burning desire for the destruction of entities is so strong that the very light surrounding it destroys such ilk. The dragons are known to hunt down and exterminate liches, creatures of the shadowfell, and have played a hand in stopping more than one demonic invasion of the mortal planes. Even the feared dracoliches would think twice before ever engaging a Sunstone Dragon.

Hoarder of Good: The sunstone dragon, despite its raised status, is still a dragon and as such they have a hoard. These dragons hoard holy scripture, angelic artifacts, paintings of the divine, depictions of great battles, tokens of fallen warriors, and various other golden items. The one thing it desires most it to have an army of strong warriors. it grants blessings and loot to those it finds worthy on the condition they answer its call in times of war and use their newfound strength to protect the weak and raise up the downtrodden. These are its most precious treasures, protectors of the innocent.

Lair and Lair Actions

Sunstone Dragons make their lairs in the godly realm of Mount Celestia. Those that make their way into the mortal planes make their homes on the tops of mountains where the sun shines brightly and in fertile valleys where their presence can be felt by the mortal creatures of the plane and they can passively help mortal civilizations.

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:

  • Several of the dragons shining scales begin to float and morph into blades of light. The dragon the launches these at all creatures it can see within its lair. All creatures the dragon targets must make a DC 23 Dexterity Saving Throw. On a failed save a creature takes 22(4d10) Radiant damage and its movement speed becomes 0 until initiative count 20 on the next round as it is pinned in place.
  • The Dragon extends its frills out into the shape of the sun and emits a bright flash. All creatures that can see the dragon must make a DC 23 Constitution saving throw or become blinded until initiative count 20 on the next round.
  • The dragon speaks a divine edict. All creatures that can hear the dragon must make a DC 23 Wisdom Saving throw. On a failure they must obey a 1 word command given by the dragon as if by the command spell. The effect lasts until initiative count 20 on the next round.

Regional Effects

The region containing a legendary Dragon’s lair is empowered with divine energy, which creates one or more of the following effects:

  • Plant life flourishes in the area containing a Sunstone dragon's lair. Crops grow twice as fast and yield more than double the amount they normally would.
  • The area containing the dragons lair has perpetually clear skies and its warm and sunny year round in a 3 mile radius.
  • Whenever a creature enters a trance or falls asleep in the area within 6 miles of the dragons lair, the dragon may make a telepathic connection to the creature and communicate to it through its dreams. The creature remembers the dragon's visit.
  • Undead creatures are are turned away from the area within 6 miles of the dragons lair.

If the dragon dies, these effects fade over the course of 2d8 days.

Previous Versions

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