b'Solar Dragon, Ancient \n'b'  Gargantuan   dragon ,  lawful neutral  \n'b'  Armor Class  18 (natural armor)  Hit Points  332 (19d20 + 133)  Speed  40 ft., fly 80 ft.\n'b' STATS STR: 28 (+9) DEX:  10 (+0)  CON:  24 (+7)  INT:  23 (+6)  WIS:  20 (+5)  CHA:  28 (+9)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +12,  Persuasion  +21  Saving Throws   Dex  +6,  Con  +13,  Wis  +11,  Cha  +15  Damage Vulnerabilities  cold  Damage Immunities  fire  Senses  blindsight 60 ft.,  darkvision  120 ft., passive  Perception  22  Languages  Auran, Celestial, Common, Draconic, Elven, Gnome, Ignan, Sylvan, Terran  Challenge  18 (20,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Channel Radiation . When the dragon uses its action to Channel Life, it can instead release a wave of radiation. Creatures other than the dragon within the corona must succeed on a DC 19  Constitution  save, taking 27 (6d8) radiant damage and 27 (6d8) poison damage. Constructs are immune to this ability. \n'b'  Intergalactic . As a wyrmling solar dragon. Primal Fire. As a young solar dragon. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The dragon can use its Alien Presence. It then makes three attacks: one with its bite and two with its claws. \n'b'  Bite .  Melee Weapon Attack : +15 to hit, reach 15 ft., one target.  Hit : 20 (2d10 + 9) piercing damage plus 10 (3d6) fire damage. \n'b'  Claw .  Melee Weapon Attack : +15 to hit, reach 10 ft., one target.  Hit : 16 (2d6 + 9) slashing damage. \n'b'  Tail .  Melee Weapon Attack : +15 to hit, reach 20 ft., one target.  Hit : 18 (2d8 + 9) bludgeoning damage. \n'b'  Alien Presence . As a young solar dragon but affecting creatures within 120 feet and with a save DC of 23. \n'b'  Solar Breath (Recharge 5\xe2\x80\x936) . As a young solar dragon but affecting a 120-foot line and dealing 35 (10d6) radiant damage and 35 (10d6) fire damage, with a save DC of 21. Channel Life (3/Day). As a young solar dragon but affecting a 90-foot radius and  healing  36 (8d8)  hit points  for living creatures or damaging undead the same amount. \n'b'\n'b' LEGENDARY ACTIONS \n'b' 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\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b'\n'b'  Detect . The dragon makes a  Wisdom  ( Perception ) check. \n'b'  Tail Attack . The dragon makes a tail  attack . \n'b'  Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23  Dexterity  saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked  prone . The dragon can then fly up to half its flying speed. \n'b'\n'b' LAIR ACTIONS \n'b' On  initiative  count 20 (losing  initiative  ties), a solar dragon takes a lair action to cause one of the following effects; the dragon can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' A searing beam of light strikes a creature within 120 feet of the dragon that it can see. The dragon makes one  ranged attack  roll (+6 to hit) against the target. On a hit, the target takes 3 (1d6) radiant damage and 3 (1d6) fire damage and is  blinded  until the end of its next turn. \n'b' A solar wind rushes through the lair in a 90-foot line that is 15-feet wide originating from a point within 120 feet of the dragon that it can see. Each creature in the solar wind\xe2\x80\x99s area must succeed a DC 15  Strength  saving throw or be pushed 15 feet following the direction of the line and take 3 (1d6) radiant and 3 (1d6) fire damage on a failed save, or half as much damage and isn\xe2\x80\x99t pushed on a successful one. The solar wind disperses gas or vapors. \n'b' The moisture in the air rapidly dries out in a 60-foot radius centered on the dragon. Each creature within the area is overcome with an unquenchable thirst and must succeed on a DC 15  Constitution  saving throw, suffering a level of  exhaustion  on a failed save. Constructs and creatures immune to fire damage are immune to this ability. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing an ancient lunar dragon\xe2\x80\x99s lair is warped by the dragon\xe2\x80\x99s nature, which creates one or more of the following effects: \n'b'\n'b' Plants within 6 miles of the dragon\xe2\x80\x99s lair have fed off the dragon\xe2\x80\x99s ambient radiance, becoming supernaturally large and taking on unnatural colorations. \n'b' Areas directly exposed to the sun (or suns) within 1 mile of the dragon\xe2\x80\x99s lair are subjected to sweltering heat and intense sunlight. \n'b' Undead that venture within 1 mile of the dragon\xe2\x80\x99s lair experience sporadic, but nonlethal, muscle tremors. If the dragon dies, these effects fade over the course of 1d10 days. \n'b'\n'b' ABOUT \n'b' A solar dragon glows like the sun, with burnished wings that shimmer with waves of heat and gleam like flames. A crown of horns decorates its head. Arrogant and proud, solar dragons see themselves as the originators of light and life in the vastness of space. They treat all living creatures with a kind of detached paternalism, regal creators deigning to involve themselves with their creations.'