fbpx
D&D 5eMonsters & NPCs

I Was Traveling the Planes and I Found Dragons, Part 5

This time I’m doing Radiant dragons, one of the three dragons released for the Spelljammer setting. This is in response to a commenter’s request.

Asteroid lairs. Radiant dragons prefer to lair in the asteroid that they were born in, often returning years later and usurping the current inhabitants. Inside these asteroid lairs Radiant dragons will often gather, as many of the clutch mates will stay together; occasionally this gives rise to asteroid belts littered with the lairs of Radiant dragons. Inside their lairs they often keep very little of much value but instead keep items of personal significance.

Mimics. Radiant dragons will often claim to have created the spell Bigby’s hand and give it their own names such as Radiant claw. Whenever a traveler brings up the topic of Bigby, Radiant dragons will often bluster, claiming that he is a liar. Several scholars have studied their claim in great detail, and have come to the conclusion that they stole the spell from Bigby with their natural talent for mimicry. Many Radiant dragons deny this, even inside a zone of truth, suggesting the claim that Bigby lied is a story passed down by the Radiant dragons to their young. Not only do they claim to have invented Bigby’s hand, they also take on the shape and identities of famous pilots; in some places this is considered to be a great honour, but in others it is just a bloody nuance.

Entirely Spaceborne. Radiant dragons spend their entire lives in space, and are known as the only creatures of that size that are natural spelljammers. Some sages suggest that this is the result of a deal with the arcane, as Radiant dragons avoid them. However, others believe it to be a natural ability of these dragons even though they lie about many other things. There are reports of them gliding over solar bodies as if they were absorbing heat, some believe they just enjoy the sensation of the heat on their wings while others believe them to be absorbing magical energy.

Artist Unknown

Ideas for campaigns

  • Increasingly a pilot’s bills are going up with bills for things he never bought. The PCs need to figure out why the costs are rising.
  • An asteroid belt is discovered. Inside each asteroid is broken egg shells. What caused the Radiant dragons to abandon their lair?
  • A Radiant dragon is offering a ridiculous amount of money for the wreck of a spelljamming vehicle. The only problem: it’s currently occupied.

Radiant Dragon Wyrmling


Large dragon, any alignment
Armour Class 16
Hit Points 45 (7d10+7)
Speed fly 60 ft.
STRDEXCONINTWISCHA
13(+1)10(+0)13(+1)18(+4)11(+0)10(+0)
Saving Throws Dexterity+2, Constitution+3, Wisdom+2, Charisma+2

Skills Perception+4

Damage Immunities Force

Senses Darkvision 60 ft., Passive Perception 14

Languages Common, Draconic

Challenge
Gift for Languages. A Radiant dragon Wyrmling has a 10% chance to know any language.

Innate Spellcasting. The Radiant dragon's innate spell casting ability is Intelligence. The Radiant dragon can cast the following spells, requiring no material components.

1/day: Bigby's hand
ACTIONS

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10+1) piercing damage.

Breath weapon (Recharge 5-6). The dragon uses one of the following breath weapons.

Force Breath. The dragon exhales a pulse of force. The radiant dragon targets one creature that it can see. The creature makes a DC 14 dexterity saving throw. On a failed save the target takes 2d12 force damage.

Young Radiant Dragon


Huge dragon, any alignment
Armour Class 18
Hit Points 110 (13d12+26)
Speed fly 80 ft.
STRDEXCONINTWISCHA
17(+3)10(+0)15(+2)20(+5)13(+1)12(+1)
Saving Throws Dexterity+3, Constitution+5, Wisdom+4, Charisma+4

Skills Perception+7

Damage Immunities Force

Senses Darkvision 120 ft., Passive Perception 17

Languages Common, Draconic

Challenge
Gift for Languages. A young Radiant dragon has a 20% chance to know any language.

Innate Spellcasting. The Radiant dragon's innate spell casting ability is Intelligence. The Radiant dragon can cast the following spells, requiring no material components.

3/day: Bigby's hand
ACTIONS

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10+3) piercing damage.

Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage.

Breath weapon (Recharge 5-6). The dragon uses one of the following breath weapons.

Force Breath. The dragon exhales a pulse of force. The radiant dragon targets one creature that it can see. The creature makes a DC 16 dexterity saving throw. On a failed save the target takes 39 (6d12) force damage. The dragon can split the single pulse of force into multiple beads splitting the damage between them, the beads can target different creatures provided that the beads each deal no less than 13 (2d12) force damage.

Adult Radiant Dragon


Gargantuan dragon, any alignment
Armour Class 21
Hit Points 314 (22d20+110)
Speed fly 100 ft.
STRDEXCONINTWISCHA
27(+8)10(+0)21(+5)23(+6)17(+3)16(+3)
Saving Throws Dexterity+5, Constitution+10, Wisdom+8, Charisma+8

Skills Perception+113

Damage Immunities Force

Senses Darkvision 120 ft., Passive Perception 23

Languages Common, Draconic

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

Gift for Languages. An adult Radiant dragon has a 35% chance to know any language.

Innate Spellcasting. The Radiant dragon's innate spell casting ability is Intelligence. The Radiant dragon can cast the following spells, requiring no material components.

7/day: Bigby's hand
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: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10+8) piercing damage.

Constrict. Melee Weapon Attack: +13 to hit, reach 10 ft., one creature. Hit: 17 (2d8+8) bludgeoning damage, and the target is grappled (escape DC 21). Until this grapple ends, the creature is restrained, and the Radiant dragon can't constrict another target.

Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 19 (2d10+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 13 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 5-6). The dragon uses one of the following breath weapons.

Force Breath. The dragon exhales a pulse of force. The radiant dragon targets one creature that it can see. The creature makes a DC 19 dexterity saving throw. On a failed save the target takes 78 (12d12) force damage. The dragon can split the single pulse of force into multiple beads splitting the damage between them, the beads can target different creatures provided that the beads each deal no less than 13 (2d12) force damage.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
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 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 21 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Ancient Radiant Dragon


Gargantuan dragon, any alignment
Armour Class 26
Hit Points 595 (34d20+238)
Speed fly 80 ft.
STRDEXCONINTWISCHA
30(+10)10(+0)25(+7)27(+8)21(+5)20(+5)
Saving Throws Dexterity+7, Constitution+14, Wisdom+12, Charisma+12

Skills Perception+20

Damage Immunities Force

Senses Darkvision 120 ft., Passive Perception 30

Languages Common, Draconic

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

Gift for Languages. An ancient Radiant dragon has a 60% chance to know any language.

Innate Spellcasting. The Radiant dragon's innate spell casting ability is Intelligence. The Radiant dragon can cast the following spells, requiring no material components.

At will: Bigby's hand
ACTIONS

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10+10) piercing damage.

Constrict. Melee Weapon Attack: +17 to hit, reach 10 ft., one creature. Hit: 19 (2d8+10) bludgeoning damage, and the target is grappled (escape DC 25). Until this grapple ends, the creature is restrained, and the Radiant dragon can't constrict another target.

Tail. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 21 (2d10+10) 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 20 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 weapons (Recharge 5-6). The dragon uses one of the following breath weapon.

Force Breath. The dragon exhales a pulse of force. The radiant dragon targets one creature that it can see. The creature makes a DC 22 dexterity saving throw. On a failed save the target takes 130 (20d12) force damage. The dragon can split the single pulse of force into multiple beads splitting the damage between them, the beads can target different creatures provided that the beads each deal no less than 13 (2d12) force damage.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
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 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 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect 2 rounds in a row:

  • the Radiant dragon can move one object no larger than huge 1d8 x10 feet in any direction. If the object passes through a space occupied by another creature that creature is allowed to make a saving throw to avoid taking damage. The save DC varies depending on the size of the object: DC 10 for small, DC 15 for medium, DC 20 for large, DC 25 for huge. On a failure the creature takes 1d8 damage for every 10 feet moved this turn and is pushed with the object; on a success the creature is pushed the rest of the way and takes half damage.
  •  the dragon creates a 20 ft., cube of void space, any creature that enters the void space instantly exits on the other side.

Regional effects

Due to the vastness of space a Radiant dragon has no regional effects.

Dragonborn. Radiant dragonborn have ressistance to radiant damage, you also have a breath weapon that acts like the magic missile spell.

Draconic sorcerers. For the purpose of draconic ancestry, draconic bloodline (Radiant) sorcerers’s damage type is radiant.

Radiant guard drakes. A radiant guard drake has a fly speed of 20 feet, no walking speed, and resistance to radiant damage.

Next I’ll be doing Arboreal dragons.