Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.
Light Immunity. The dragon is immune to light-based spells and effects such as prismatic spray.
Inner Glow. An adult radiant dragon sheds bright light in a 15-foot radius around itself, and dim light for another 15 feet beyond that. Magical darkness of 6th-level and lower that comes into contact with the bright light is destroyed. The dragon can suppress this light at will.
Unusual nature. The dragon doesn't require air.
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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) radiant damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Healing Touch (3/day). The dragon touches another creature. The target magically regains 19 (3d8 + 6) hit points, and is cured of one of the following conditions: blinded, charmed, or poisoned.
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.
Breath Weapons (Recharge 5–6). The dragon uses one of its breath weapons, if it's recharged.
Cone of Brilliance. The dragon exhales blinding radiant energy in a 60-foot cone. Each creature in that area must make a DC 21 Constitution saving throw, or be blinded for 1 minute, or it until it succeeds on another Constitution saving throw at the end of one of its turns. A creature who succeeds on their initial saving throw is not blinded.
Force Beam. The dragon exhales magical force in a line that is 5 feet wide, and 60 feet long. Each creature in the line must make a DC 21 Constitution saving throw, taking 63 (18d6) force 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 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 one 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 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
Hailing from the ultimate plane of lawful good, Mount Celestia, radiant dragons are arguably one of the most powerful planar dragons. Radiant dragons are born with dull, white-gold scales that turn brighter and whiter as they age. Radiant dragons of adult age and older have scales that blend seamlessly together, and make them look as if they're made out of pure light.
Personality. Radiant dragons are staunch protectors of good, and zealous enemies of all things evil. Standing side-by-side with other lawful good creatures such as angels, radiant dragons do all in their power to prevent the spread of evil, from simple acts of healing the sick, to heroic deeds such as defeating hordes of fiends.
Spellcasting. If a radiant dragon gains the ability to cast spells, they can innately cast each spell once per day, requiring no material components. The earliest a radiant dragon can gain innate spellcasting is at young age.
Young (spell save DC 18). lesser restoration, magic missile, sacred flame (2d8)
Adult (spell save DC 22). daylight, dispel magic (cast at 4th level), lesser restoration, magic missile, moonbeam, sacred flame (3d8)
Ancient (spell save DC 26). dawn, destructive wave, dispel magic (cast at 5th level), greater restoration, magic missile, moonbeam (cast at 3rd level), sacred flame (4d8), wall of light (cast at 6th level)
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row:
- The dragon chooses a point it can see in the lair. Gleaming starlight radiates from that point to fill a 10-foot-radius sphere with dim light. Each creature other than the dragon in that area when the light appears must succeed on a DC 15 Dexterity saving throw or take 13 (2d12) radiant damage and be outlined in the glow. Attack rolls made against an outlined creature have advantage, and the creature can't hide or benefit from being invisible. The starlight and the glow around any creature fades on initiative count 20 on the next round.
- The dragon chooses one creature it can see within 120 feet of it. That creature must succeed on a DC 15 Charisma saving throw, or be banished until the end of its next turn, as per the banishment spell.
- The dragon along with any Lawful Good celestial allied with the dragon, that is within 30 feet of the dragon, regains 3d10 + 10 hit points.
Regional Effects
The region containing a legendary radiant dragon's lair is altered by the dragon's magic, creating one or more of the following effects:
- The skies above a radiant dragon's lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat to those approaching the lair, and visibility is the best possible for the time of day.
- Any creature that finishes a long rest within 6 miles of the lair regains two additional spent Hit Dice.
- Standing water within 1 mile of the dragon's lair becomes holy water, and any aberration, fiend, or undead who drinks the water takes 3d6 radiant damage. Any other creature who drinks the water, and isn't hostile toward the dragon regains 2d4 + 4 hit points.
If the dragon dies, the weather and holy water revert back to normal over the course of 1d10 days, and the increased Hit Die recovery end immediately.
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