Dragon (Sun) ★
Passive
Active
- Summon (Minions) +9
- Breath Weapon +9 : 3d6 (Blinded, Acid, Fire)
- Claw +9 : 6 (Piercing, Fire)
- Maleficence +9 : 1d6 (Blinded, Fire)
- Swallow +9 : 2d6 (Ensnare, Fire, Acid)
- Tail +9 : 4 (Crushing, First Strike)
Phases
- Transcendent Form (Bloodied):
The Sun Dragon becomes incorporeal, which makes it immune to physical damage from magical and nonmagical sources. Touching the dragon effects the perils associated with its breath weapon. In this form, the dragon cannot cast spells or manipulate physical objects without destroying them.
- Implodes (Dying):
When the monster dies, it implodes into a vortex of destructive energy. All those within a melee space of the monster must make a contested Mighty check or be pulled into the vortex and suffer 1d6 force damage for each round they remain in the vortex. Damage from the vortex effects the doom condition. To escape the vortex, victims must succeed on a contested Mighty check. There is a 10% chance that victims who perish in the vortex are instead transported to a random location in the Astral Veil.
Lore
TBD
Sun Dragons are imperious and noble, living in golden temples that orbit celestial bodies whose radiance gives them strength. They tend to judiciously enforce a celestial maxim set forth by a patron (or divine law in their region), seeking to destroy defilers who violate it. When they visit the material realm, their weaknesses derive from lack of access to the radiance of a celestial body, so if they are enclosed in total darkness for extended periods they may die. Sun Dragons make alliances with other intelligent Astral beings who frequent the Outer Realms in exchange for their protection. The Sun Dragon collects rare divine relics, which it keeps in vaults that resemble museums more than treasuries. Sun Dragons are mortal enemies to Moon Dragons.
