Adult Light Dragon (5e Creature)

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Adult Light Dragon[edit]

Huge dragon, lawful neutral

Armor Class 19 (natural armor)
Hit Points 127 (17d12 + 17)
Speed 60 ft., climb 40 ft., fly 80 ft.

16 (+3) 22 (+6) 13 (+1) 18 (+4) 20 (+5) 21 (+5)

Saving Throws Dex +11, Wis +10, Cha +10
Skills Acrobatics +11, Arcana +9, History +9, Intimidation +10, Insight +10, Nature +9, Perception +10, Sleight of Hand +11, Stealth +11
Damage Vulnerabilities necrotic
Damage Resistances cold, fire
Damage Immunities radiant
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
Languages Common, Draconic
Challenge 14 (11,500 XP)

Iridescent Scales. It may turn invisible in light and glows in the dark.

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

Aura of Radiance The Dragon's allies have advantage on saves if they are within 30 ft of the dragon.


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: +11 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) piercing damage and 4 (1d8) radiant damage.

Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) 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 18 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.

Light Breath (Recharge 6). The dragon exhales a beam of sunlight or moonlight in a 30-foot cone. Each creature in that cone must make a DC 19 Dexterity saving throw, taking 54 (12d8) radiant damage and 54 (12d8) fire or cold 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 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 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Light dragons are much lighter than most dragons. They have crystal-like scales that cause light to distort, and large wings. It has a mane of fine silver hairs, and two large horns. It is an extremely rare dragon that can become invisible in light, and glows brightly in the dark. It covets silver and magical items and will have many of them in its lair. It keeps its hoard within a huge pillar of pure crystal, that holds up its lair, high above the ground.

Its lair is a huge mass of crystal that distorts light in strange ways. Without, light dances in strange ways in the day, and the sky lights up with color during the night. Within light beams down upon huge crystals that have burst from the ground and distort the light causing strange areas of extreme light that cause a cumulative 1d8 (+1 per turn in light) fire or cold damage, if you start your turn in it, or move into it. The dragon itself heals 1d12 on its turn in this light.

The light dragon does different elemental damage depending on whether it is day (fire) or night (cold).

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