Adult Light Dragon

Huge dragon, Good Neutral

Armor Class

17 (natural armor)

Hit Points

212 (17d12+102)

Speed

walk 40 ft., fly 80 ft.

Saves

Dex +5, Con +11, Wis +9, Cha +8

Skills

Arcana +8, Nature +8, Perception +9, Persuasion +8, Religion +8

Damage Resistances

fire; bludgeoning, piercing, slashing from nonmagical weapons

Damage Immunities

radiant

Condition Immunities

blinded

Senses

blindsight 60 ft., darkvision 120 ft.

Languages

Celestial, Draconic

Challenge

16

Ethereal Sight

The dragon can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Illumination

The dragon sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Incorporeal Movement

The dragon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Legendary Resistance (3/ Day)

If the dragon fails a saving throw, it can choose to succeed instead.

Void Traveler

The light dragon travels from star to star and does not require air, food, drink, or sleep. When flying between stars, the light dragon magically glides on solar winds, making the immense journey through the void in an impossibly short time.

Actions

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 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

Claw

Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail

Melee Weapon Attack: +11 to hit, reach 15 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 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 Weapon (Recharge 56)

The dragon uses one of the following breath weapons. Radiant Breath: The dragon exhales radiant energy in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 55 (10d10) radiant damage on a failed save, or half as much damage on a successful one. Flaring Breath: The dragon emits a flash of dazzling light from its maw in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw or be blinded. Undead within the area of effect must also make a DC 19 Wisdom saving throw or be turned for 1 minute. Undead of CR 2 or lower who fail the saving throw are instantly destroyed.

Legendary actions

Legendary Actions (4/Turn)

The dragon can take 4 legendary actions, choosing from the options below. Only one legendary action 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.

Options

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 10 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.