Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Luminescent. The dragons body radiates a light that illuminates the area around it up to 60 feet, growing dimmer the farther out the light goes.
Heated body. The dragons body radiates heat much like the surface of the sun. Any creature within 20ft of the dragon takes 12(2d8) fire damage at the start of their turns.
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: +17 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 14 (4d6) fire damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) 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 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.
Sunfire Breath (Recharge 5–6). The dragon exhales a golden fire in a 90-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 88 (26d6) fire damage on a failed save, or half as much damage on a successful one.
Sunbeam Breath( Recharge 5-6). The dragon exhales of beam of pure solar energy in a 90-foot line that's 10ft wide. Each creature in the area must make a DC 24 Constitution saving throw, taking 88 (26d6) radiant damage on a failed save, or half as much damage on a successful one. Any creature with an evil alignment hit by this attack takes double damage.
Supernova (Recharge 9-10). The dragon releases all of the solar energy inside of its body in a fiery explosion. Each creature within 120 feet of the dragon must make a DC 27 constitution saving throw, taking 110 (31d6) fire damage on a failed save and be thrown back 40 feet, taking half as much damage on a successful one. Each creature that has it's health points reduced to 0 by this effect is disintegrated. The dragon can not perform any breath attacks for 3 turns after this ability is used.
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.
Supernova Blast (Costs 2 Actions). The dragon charges a ball of fire 15ft in diameter. The dragon then launches the sphere within 60 feet of itself, exploding upon first connection with a creature or object. The explosion covers a 30-foot circular area. Each creature within the area must make a DC 22 Dexterity saving throw, taking 54 (10d6) fire damage on a failed save, and taking half as much on a successful one.
Description
Sun dragons bear a more yellow-orange color to their scales and skin, showing their relationship to the sun. They are righteous beings that believe that the world has no place for evil. In this quest to conquer evil however, their decisions can be morally questionable.
Lair and Lair Actions
A Sun Dragon’s Lair
A Sun Dragon's resides in an extremely hot desert. They often will find the most elevated and open area in the desert, usually a desert cliff or plateau, so they can be closer to the sun and absorb it's energy. These open areas are usually surrounding by old ruins left behind from old worship.
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 beam of sunlight plummets from the sky within 120ft of the dragon. The sunbeam is 15ft in diameter. Each creature within that area must make a DC 23 Constitution saving throw, taking 24 (4d8) radiant damage on a failed save, and taking half as much damage on a successful one.
- A ball of light emerges within 120ft of the dragon. The ball of light then implodes, releasing a blinding light in all directions. Each creature in the lair must make a DC 19 constitution saving throw, becoming [Tooltip Not Found] on a failed save.
- A harsh solar wind blows throughout the dragons lair, searing any creature other than the dragon. Each creature in the lair must make a DC 21 Constitution saving throw, taking 24 (4d8) fire damage on a failed save, and taking half as much damage on a successful one.
Regional Effects
The region containing a legendary red dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Sunlight is always present 6 miles around the dragons layer. It is always at its pinnacle and never rises or sets.
- Mirages appear in the desert 6 miles within the dragons lair.
- Cold or liquid items that aren't in large quantities, such as ponds, melt and evaporate twice as quickly as they normally would.
If the dragon dies, these effects fade over 1d10 days.
Previous Versions
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