Ancient Solar Dragon (5e Creature)

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Ancient Solar Dragon[edit]

Gargantuan dragon, chaotic neutral

Armor Class 20 (natural armor)
Hit Points 405 (30d20 + 90)
Speed 60 ft., fly 100 ft.

30 (+10) 18 (+4) 17 (+3) 22 (+6) 22 (+6) 13 (+1)

Saving Throws Str +17, Dex +11, Con +10, Int +13, Wis +13, Cha +8
Skills Acrobatics +11, Animal Handling +13, Arcana +13, History +13, Insight +13, Medicine +13, Nature +13, Perception +13, Sleight of Hand +11, Stealth +11, Survival +13
Damage Vulnerabilities necrotic
Damage Resistances fire
Damage Immunities radiant
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
Languages Common, Draconic
Challenge 22 (41,000 XP)

Chameleon Skin. The dragon has advantage on Dexterity (Stealth) checks made to hide.

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: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 9) radiant damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 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.

Solar Breath (Recharge 5-6). The dragon exhales a beam of sunlight in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) radiant damage and 29 (6d8) fire 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 23 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.
Solar Pulse (Costs 3 Actions). The dragon pulses with sunlight in a 25-foot radius, centered on itself. Each creature in that area must make a DC 22 Dexterity saving throw. On a failed save, a creature takes 11 (2d10) radiant damage and 9 (2d8) fire damage and is blinded until the end of its next turn. On a successful save, a creature takes half as much damage and isn't blinded.

Solar dragons have iridescent scales, which seem to change colors as the light flows over it. They make their lair in the middle of plains, and hilly areas. They have a love of gems and will gather it in ridiculous amounts to cover it's lair. It's lair has large crystals protruding from the walls, floor and ceiling, shining light throughout its lair, burning anything stupid enough to pass through with it's radiance. Something about the dragon seems to shimmer and change as it is struck by the light of dusk.

See also[edit]

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