Solar dragons are fond of treasure just as all dragons are, but in the airless void of Wildspace, they value food even more.
Solar dragons typically feed on kindori, scavvers, and other forms of space-dwelling wildlife.
A solar dragon might mistake a distant spelljamming ship for possible prey and come within range of the vessel’s weapons before realizing its error and veering away.
A wise or experienced captain won’t take the dragon’s approach as a sign of hostility. Solar dragons that are ¦red upon have been known to batter the offending ships to finders.
Huge Dragon, Typically Neutral
Proficiency Bonus: +5
Armor Class: 17 (natural armor)
Hit Points: 200 (16d12 + 96)
Speed: 30 ft.,.fly 90 ft. (hover)
STR – 24 (+7)
DEX – 15 (+2)
CON – 22 (+6)
INT – 15 (+2)
WIS – 16 (+3)
CHA – 14 (+2)
Saving Throws: Dex +7, Con +11, Wis +8, Cha +7
Skills: Perception +13, Stealth +7
Damage Immunities: radiant
Condition Immunities: blinded
Senses: darkvision 180 ft., passive Perception 23
Challenge: 14 (11,500 XP)
Flyby: The dragon doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Legendary Resistance (2/Day): If the dragon fails a saving throw, it can choose to succeed instead.
Nebulous Thoughts. Magical attempts to read the dragon’s mind or glean its thoughts fail automatically.
Siege Monster: The dragon deals double damage to objects and structures.
Unusual Nature: The dragon doesn’t require air.
Multiattack: The dragon makes one Bite attack and one Tail attack.
Bite: Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 14 (2d6 + 7) piercing damage plus 7 (2d6) radiant damage.
Tail: Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 10 (1d6 + 7) bludgeoning damage.
Photonic Breath (Recharge 5–6): The dragon exhales a flashing mote of radiant energy that travels to point the dragon can see within 180 feet of itself, then blossoms into a 30-foot-radius sphere centered on that point.
Each creature in the sphere must make a DC 19 Constitution saving throw, taking 55 (10d10) radiant 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.
Tail Attack: The dragon makes one Tail attack.
Blinding Brilliance (Costs 2 Actions). The dragon emits magical light in a 20-foot-radius sphere centered on itself.
Each creature in this area must succeed on a DC 19 Wisdom saving throw or be blinded until the end of its next turn.