






Studia grazie alle numerose risorse presenti su Docsity
Guadagna punti aiutando altri studenti oppure acquistali con un piano Premium
Prepara i tuoi esami
Studia grazie alle numerose risorse presenti su Docsity
Prepara i tuoi esami con i documenti condivisi da studenti come te su Docsity
Trova i documenti specifici per gli esami della tua università
Preparati con lezioni e prove svolte basate sui programmi universitari!
Rispondi a reali domande d’esame e scopri la tua preparazione
Riassumi i tuoi documenti, fagli domande, convertili in quiz e mappe concettuali
Studia con prove svolte, tesine e consigli utili
Togliti ogni dubbio leggendo le risposte alle domande fatte da altri studenti come te
Esplora i documenti più scaricati per gli argomenti di studio più popolari
Ottieni i punti per scaricare
Guadagna punti aiutando altri studenti oppure acquistali con un piano Premium
A comprehensive overview of the sun dragon, a mythical creature that lives and plays on the surface of suns. It details the physical characteristics, abilities, and traits of sun dragons at various stages of their life, including wyrmling, young, adult, and ancient dragons. The document also includes information about the dragon's innate spellcasting, damage immunities, senses, languages, and challenges. It serves as a valuable resource for fantasy role-playing games, mythology enthusiasts, and anyone interested in learning about these majestic creatures.
Tipologia: Dispense
1 / 11
Questa pagina non è visibile nell’anteprima
Non perderti parti importanti!







The benevolent sun dragons live and cavort on the surface of suns. Though majestic and intelligent, they love life and freedom, showing this love in a playful attitude. The sun dragon's coloration changes as it ages, matching the stellar evolution of a star. At wyrmling, they are fiery red; as young dragons, burnt orange; as adults, brilliant yellow; when venerable adults, cusping on ancient, bluish white. Finally, when a sun dragon becomes ancient, it shrinks back to almost hatchling size and turns a flat white color. Some people confuse these ancient sun dragons for very young moon dragons, at much risk to their health.
Medium dragon, chaotic good Armour Class - 17 (natural armour) Hit Points - 75 (10d8 + 30) Speed - 30 ft., climb 30 ft., fly 60 ft. STR - 19 + DEX - 10 + CON - 17 + INT - 12 + WIS - 12 + CHA - 15 + Saves - Str +7, Con +6, Wis+4, Cha+ Skills - Perception + Damage Immunities - Fire, radiant Senses - Blindsight 10 ft., darkvision 60 ft., passive Perception 14 Languages - Draconic Challenge - 5 (1,800 XP)
Innate Spellcasting. The dragon’s innate Spellcasting Ability is Charisma (spell save DC 12). It can innately cast the following Spells, requiring no material components: At will: heat metal, light
Large dragon, chaotic good Armour Class - 18 (natural armour) Hit Points - 178 (17d10 + 85) Speed - 40 ft., climb 40 ft., fly 80 ft. STR - 23 + DEX - 10 + CON - 21 + INT - 14 + WIS - 13 + CHA - 19 + Saves - Str +10, Con +9, Wis +5, Cha + Skills - Perception + Damage Immunities - Fire, radiant Senses - Blindsight 30 ft., darkvision 120 ft., passive Perception 15 Languages - Common, Draconic Challenge - 11 (7,200 XP)
Innate Spellcasting. The dragon’s innate Spellcasting Ability is Charisma (spell save DC 16). It can innately cast the following Spells, requiring no material components: At will: heat metal, light
Multiattack. The dragon makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: (2d10 + 6) piercing damage plus (1d6)fire damage. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (2d6 + 6) slashing damage. Solar Breath (Recharge 5-6). The dragon exhales a small, slow moving fireball to a space within 30 feet of it. The fireball lingers in place, hovering and emitting 15 ft. of bright sun-light. As a reaction, any time another creature starts or ends its turn, the dragon may force all lingering fireballs to explode, searing the 15 feet around each fireball with solar energy. Each creature in that are must make a DC 17 Dexterity saving throw, taking 31 (9d6) fire damage and 31 (9d6) radiant damage on a failed save, or half as much on a successful one.
3/day each: prismatic spray Brilliant Corona. Any creature that starts its turn within 30 feet of the dragon must succeed on a DC 19 Constitution saving throw or be blinded. If a creature’s saving throw is successful, the creature is immune to the dragon’s Brilliant Corona for the next 24 hours. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the dragon until the start of its next turn, when it can avert its eyes again. If the creature looks at the dragon in the meantime, it must immediately make the save.
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: +14 to hit, reach 10 ft., one target. Hit: (2d10 + 8) piercing damage plus (2d6)fire damage. Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: (2d6 + 8) slashing damage. Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: (2d8 + 8) bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 120 ft. 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. Breath (Recharge 5-6). The dragon exhales a small, slow moving fireball to a space within 60 feet of it. The fireball lingers in place, hovering and emitting 60 ft. of bright sun-light. As a reaction, any time another creature starts or ends its turn, the dragon may force all lingering fireballs to explode, searing the 30 feet around each fireball with solar energy. Each creature in that are must make a DC 21 Dexterity saving throw, taking 35 (10d6) fire damage and 35 (10d6) radiant damage on a failed save, or half as much on a successful one. 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 their 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 10 ft. of the dragon must succeed on a DC 22 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.
At will: heat metal, light, prismatic spray Collapsing Star. When an ancient sun dragon dies, its body collapses in on itself, creating a sphere of annihilation (60% chance) with a 30 foot diameter, or a well of many worlds (40% chance) with a 25 foot diameter. In either case the phenomenon is unstable. At the beginning of each day, roll 1d100. On a result of 5 or less the phenomenon dissipates.
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: (2d10 +
The dragon exhales a small, slow moving fireball to a space within 90 feet of it. The fireball lingers in place, hovering and emitting 90 ft. of bright sun-light. As a reaction, any time another creature starts or ends its turn, the dragon may force all lingering fireballs to explode, searing the 60 feet around each fireball with solar energy. Each creature in that are must make a DC 24 Dexterity saving throw, taking 49 (14d6) fire damage and 49 (14d6) radiant damage on a failed save, or half as much on a successful one. 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 their turn. Detect. The dragon makes a Wisdom (Perception) check. Disengage. The dragon takes the disengage action, and can move up to half its fly speed. Cast a Spell (Costs 2 Actions). The dragon casts a spell it can cast innately.