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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire 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.
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.
Bright Breath (Recharge 5–6). The dragon exhales fire in a 60‐foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) radiant damage on a failed save, or half as much damage on a successful one. Additionally, a failed save causes the target to be Blinded until the end of the dragon's next turn.
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 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
Seems like a cross between a white dragon and a Silver dragon, but has grown up in warmer climates and has become accustomed to them. While this dragon usually is seen as a force for good, it will abandon those morals for those who try to steal from its treasure.
Lair and Lair Actions
A Light Dragon’s Lair
Red dragons lair in high mountains, hills, or sometimes in the desert dwelling in caverns under snowless peaks, or within the deep tunnels under sand dunes. The Light Dragon builds light based traps and puzzles in their lair, so that it's hard for creatures to get through without brains, and to hinder them in a fight..
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:
- A series of mirrors and lenses moves to reflect light into the eyes of one creature, causing them to make a DC 15 Dex saving throw or be Blinded until two more initiative count 20s have passed.
- The mirrors and lenses focus on the dragon, healing it for 5d8+5 points of damage.
- The way light and shadows bounce around the room make the light dragon harder to see for a turn. Until the next initiative count 20, this dragon's AC increases by +3.
Regional Effects
The region containing a legendary light dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Clouds stop forming within 5 miles of this dragon's lair.
- Natural darkness becomes dim light within 1 mile of this dragon's lair.
- Necrotic damage is halved within 1 mile of this dragon's lair.
If the dragon dies, these effects fade over the course of 1d10 days.
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