Huge Dragon, Lawful Neutral
Armor Class 19 (Natural Armor)
Hit Points 279 (18d12 + 162)
Speed 30 ft., Fly 90 ft.
STR
26 (+8)
DEX
14 (+2)
CON
28 (+9)
INT
16 (+3)
WIS
18 (+4)
CHA
24 (+7)
Saving Throws STR +14, CON +15, INT +9, WIS +10
Skills Insight +16, Intimidation +13, Survival +10
Damage Vulnerabilities Cold
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Radiant
Condition Immunities Blinded, Exhaustion, Petrified
Senses Truesight 120 ft., Passive Perception 14
Languages Celestial, Common, Draconic
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Supernova Explosion. When the dragon dies, its body forcibly explodes in a burst of extreme radiance. Each creature within 30 feet must succeed on a DC 23 Constitution saving throw. On a failed save, a creature is blinded, takes 24 (7d6) fire damage and 24 (7d6) radiant damage, and is pushed 30 feet away from the dragon and knocked prone. On a successful save, the creature isn't blinded, takes half as much damage, and isn't pushed.

Undying Light. The dragon perpetually emits bright light in a 45-foot radius and dim light for an additional 45 feet. This light is sunlight.

Actions

Multiattack. The dragon can use its Solar Flare. 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: 21 (2d10 + 8) piercing damage plus 3 (1d6) fire damage and 3 (1d6) radiant damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d8 + 8) bludgeoning damage.

Solar Flare. The dragon emits a wave of overwhelmingly brilliant light. Each creature within 60 feet of it must succeed on a DC 23 Constitution saving throw or be blinded until the end of the turn. In addition, roll 1d6. On a 6, the dragon's Plasma Breath immediately recharges, and it can choose to forgo its bite and claw attacks to use its Plasma Breath instead.

Plasma Breath (Recharge 5-6). The dragon exhales a massive corona of solar energy in a 60-foot cone. Each creature in that area must make a DC 23 Constitution saving throw, taking 28 (8d6) fire damage and 28 (8d6) radiant damage on a failed save, or half as much damage on a successful one. Whether the saving throw is successful or not, creatures in the affected area can't take reactions until the end of the dragon's next turn.

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, 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.

Move. The dragon moves up to half its speed.

Tail Attack. The dragon makes a tail attack.

Gravity Well (Costs 2 Actions). The dragon intensifies the gravitational pull around itself, concentrating it into a crushing force. Each creature within 60 feet of it must make a DC 23 Strength saving throw. On a failed save, a creature takes 13 (3d8) force damage and is pulled up to 20 feet toward the dragon. On a successful save, the creature takes half as much damage and isn't pulled.

Description

Dazzling and assertive, sun dragons are the most studied and well-known of the cosmic dragons. They thrive in warm, open environments such as deserts and canyons, and they rarely venture underground.

The most striking feature of a sun dragon is its multilayered scales, with just enough of a gap to allow its inner radiance to shine through. While basking in the sun's rays, its head is almost pure white, and it boasts a brilliantly glowing, yellow underbelly which tapers to a burnt orange, red, or even charcoal hues at its legs and tail.

Bold Confidence. Sun dragons make no attempt to mask their presence. When a sun dragon lays claim to a region, it first seeks to haughtily subjugate any who may challenge its authority. Despite this seemingly oppressive first impression, a sun dragon works tirelessly to support, nourish, and protect the denizens and flora of its blistering domain.

Impassioned Life, Catastrophic Death. Enduring constant inner turmoil, sun dragons typically live fast and die young. The few that are able to find stability grow exponentially more powerful as they age. This accelerating potency is reflected in the intensified radiance that they shed, leading to an increasingly cataclysmic end. When a sun dragon dies, its form bursts in an eruption of brilliance, and the most powerful of these dragons have been known to tear open a rift between planes.

Lair and Lair Actions

A Sun Dragon’s Lair

A sun dragon typically settles in and lords over vast deserts or canyon systems.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • Debilitating waves of cosmic energy radiate from the dragon. Each creature within 30 feet of it must succeed on a DC 15 Constitution saving throw or become poisoned and suffer one level of exhaustion. A creature can repeat the saving throw at the end of each of its turns, ending the poisoned condition and any levels of exhaustion caused by this effect on a success.
  • Beams of radiance descend from the skies within 120 feet of the dragon. Each creature of the dragon's choice in the area must succeed on a DC 15 Dexterity saving throw or be struck by a beam. A struck creature takes 14 (4d6) radiant damage and begins to emit bright light in a 5-foot radius and dim light for an additional 5 feet for 1 minute. While this light persists, the creature can't benefit from being invisible, and it gains vulnerability to radiant damage.

Regional Effects

The region containing a legendary sun dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon’s lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.
  • Within 6 miles of the dragon's lair, the weather is consistently cloudless.
  • Sources of light within 6 miles of the dragon's lair extend their range of bright light by 5 feet and dim light by 10 feet.

If the dragon dies, these effects end immediately.

Habitat: DesertGrassland

SpartanSamuel

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