Huge Dragon, Neutral Good
AC 19    Initiative +12 (22)
HP 195 (17d12 + 85)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
Mod Save
STR 23 +6 +14
DEX 14 +2 +10
CON 21 +5 +13
Mod Save
INT 14 +2 +2
WIS 13 +1 +1
CHA 10 +0 +0
Skills Perception +11, Stealth +7
Vulnerabilities Psychic
Resistances Necrotic
Immunities Radiant; Blinded, Frightened, Incapacitated, Invisible
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21
Languages Common, Draconic
CR 25 (XP 75,000, or 13,000 in lair; PB +8)
Traits

Body of Light

The dragon sheds bright light in a 60-foot radius and dim light for an additional 60 feet.

Magical darkness within the bright light radius is suppressed.

Radiant Presence

Hostile creatures that start their turn within 20 feet of the dragon take 10 (3d6) radiant damage.

Beacon of Hope

Friendly creatures within 30 feet of the dragon have advantage on saving throws against being frightened or charmed.

Actions

Multiattack

The dragon makes three attacks: one with its Bite and two with its Claws.

Bite

Melee Weapon Attack: +14 to hit, reach 15 ft., one target.

Hit: 22 (3d8 + 8) piercing damage plus 18 (4d8) radiant damage.

Claw

Melee Weapon Attack: +14 to hit, reach 10 ft., one target.

Hit: 17 (2d8 + 8) slashing damage plus 9 (2d8) radiant damage.

Tail

Melee Weapon Attack: +14 to hit, reach 20 ft., one target.

Hit: 21 (2d12 + 8) bludgeoning damage plus 9 (2d8) radiant damage.

The target must succeed on a DC 22 Strength saving throw or be knocked prone.

Solar Breath (Recharge 5–6)

The dragon exhales a concentrated beam of divine light in a 120-foot-long, 10-foot-wide line.

Each creature in the line must make a DC 21 Dexterity saving throw.

On a failed save, a creature takes 81 (18d8) radiant damage and becomes blinded until the end of its next turn.

On a successful save, it takes half damage and isn't blinded.

Undead and fiends have disadvantage on this saving throw.

 

Reactions

Blinding Rebuke

When a creature damages the dragon, the dragon can unleash a burst of light.

The attacker must succeed on a DC 21 Constitution saving throw or become blinded until the end of its next turn.

Previous Versions

Name Date Modified Views Adds Version Actions
5/30/2026 7:16:57 PM
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0
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Coming Soon
6/21/2026 8:14:07 PM
1
1
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Coming Soon
hezekiahpatterson98

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