Eclipse Dragons
Nobody knows where these dragons come from or how they come to be; they simply exist, and seemingly have a surge in population whenever an eclipse occurs. The main theory from dragon scholars is that some kind of magic emanates from both the sun and the moon, and the equal presence of both during an eclipse mutates dragon eggs, causing them to gain an affinity for the sun or moon.
These theories seem to forget, however, that these dragons can breed, and the offspring are no worse off for it; there are no deformities in them like would happen if they were mutants. Perhaps these dragons are always around, and only breed on eclipses? Or they leave their nests on eclipses for some unknown reason?
Blazing Ambition
Solar dragons seem to be more emotional than their counterparts, for better and for worse. They are faster to temper and often fond of the smells of sulphur and spices. They value food highly, and a good meal will often earn a small favor or boon. They are also less prone to following plans, especially in combat.
Lunar Patience
Lunar dragons are largely lacking in innate compassion, instead attempting to be more rational. They're susceptible to bribes, especially those that contain fine metals, but they value information more than anything. Many a wizard has gained the friendship of a lunar eclipse dragon by sharing their collection of books and scrolls.
Night and Day
While they have their differences, both kinds of eclipse dragons have an innate connection to others of their kind. Lunar dragons can teach solar dragons temperance and patience, just as a solar dragon can teach a lunar dragon the importance of action over words.
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 two rounds in a row:
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The dragon casts moonbeam (DC 19). It doesn't require concentration, and vanishes at initiative count 20 on the next round.
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The sky darkens as a momentary eclipse occurs. All creatures in the lair must make a DC 19 Constitution saving throw, becoming frightened of the dragon (solar) or subtract a d4 from all attacks and saving throws it makes (lunar) until the end of its next turn on a failed save.
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A large pulse of light emanates from every wall on the lair, forcing all creatures hostile to the dragon in the lair to make a DC 19 Constitution saving throw, becoming blinded until the end of its next turn on a failed save.
The area within 1 mile of a legendary eclipse dragon's nesting spot has the following effects:
Page 1:"ECLIPSE" by Rutger van de Steeg Page 2: "Solar Eclipse" by Henry (Zhilin) Tang Page 3: "Eclipse" by Florent Llamas Page 4: "Eclipse" by Alena AenamiRegion Effects
Art Credit
Ancient Eclipse Dragon
Gargantuan dragon, lawful neutral
- Armor Class 22 (natural armour)
- Hit Points 420 (24d20 + 168)
- Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 27 (+8) 14 (+2) 25 (+7) 20 (+5) 17 (+3) 19 (+4)
- Saving Throws Dex +9, Con +16, Wis +10, Cha +11
- Skills Perception +17, Stealth +9
- Damage Immunities psychic (lunar), radiant (solar)
- Condition Immunities blinded
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
- Languages Celestial, Common, Draconic
- Challenge 21 (33,000 XP)
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Spacefarer. The dragon doesn't require air or sleep, and can go up to 10 years without food or drink. When not subjected to gravity, the dragon's speed becomes 5280 ft.
Actions
Multiattack. The dragon can use its Lunar or Solar Presence. It then makes three attacks; two with its claws and one with its bite.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage and 9 (2d8) psychic damage (lunar) or 9 (2d8) radiant damage (solar).
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit 17 (2d8 + 8) slashing damage
Lunar Presence (Lunar). The dragon turns invisible until the end of its next turn. The invisibility vanishes early if the dragon is exposed to bright light.
Solar Presence (Solar). All creatures within 30 feet of the dragon that aren't behind total cover must make a DC 18 Constitution saving throw. On a failed save, a creature takes 9 (2d8) fire damage and 9 (2d8) radiant damage, or half that on a successful save.
Eclipse Breath (Recharge 5-6). The dragon uses one of the following breath weapons.
Lunar Breath (Lunar). The dragon exhales mind-splitting energy in a 120-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Intelligence saving throw, taking 67 (15d8) psychic damage on a failed save, or half as much on a successful one. A creature automatically passes this saving throw if it is in bright light.
Solar Breath (Solar). The dragon exhales light in a 90-foot cone. All creatures in the area must make a DC 18 Dexterity saving throw, taking 67 (15d8) radiant damage on a failed save, and half that on a successful one. A creature automatically passes this saving throw if it is in darkness.
Legendary Actions
The dragon can take 3 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.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes 1 tail attack.
Light Control (Costs 2 Actions). The dragon can choose a point within 30 feet of it. A 15-foot sphere of darkness (lunar) or bright light (solar) appears until the start of the dragon's next turn.
Adult Eclipse Dragon
Huge dragon, lawful neutral
- Armor Class 19 (natural armour)
- Hit Points 172 (15d12 + 75)
- Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 23 (+6) 14 (+2) 21 (+5) 18 (+4) 15 (+2) 17 (+3)
- Saving Throws Dex +7, Con +10, Wis +7, Cha +8
- Skills Perception +12, Stealth +7
- Damage Immunities psychic (lunar), radiant (solar)
- Condition Immunities blinded
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
- Languages Celestial, Common, Draconic
- Challenge 14 (11,500 XP)
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Spacefarer. The dragon doesn't require air or sleep, and can go up to 10 years without food or drink. When not subjected to gravity, the dragon's speed becomes 5280 ft.
Actions
Multiattack. The dragon can use its Lunar or Solar Presence. It then makes three attacks; two with its claws and one with its bite.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage and 5 (1d10) psychic damage (lunar) or 5 (1d10) radiant damage (solar).
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) slashing damage
Lunar Presence (Lunar). The dragon turns invisible until the end of its next turn. The invisibility vanishes early if the dragon is exposed to bright light.
Solar Presence (Solar). All creatures within 30 feet of the dragon that aren't behind total cover must make a DC 18 Constitution saving throw. On a failed save, a creature takes 6 (1d12) fire damage and 6 (1d12) fire damage radiant damage, or half that on a successful save.
Eclipse Breath (Recharge 5-6). The dragon uses one of the following breath weapons.
Lunar Breath (Lunar). The dragon exhales mind-splitting energy in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Intelligence saving throw, taking 54 (12d8) psychic damage on a failed save, or half as much on a successful one. A creature automatically passes this saving throw if it is in bright light.
Solar Breath (Solar). The dragon exhales light in a 60-foot cone. All creatures in the area must make a DC 18 Dexterity saving throw, taking 54 (12d8) radiant damage on a failed save, and half that on a successful one. A creature automatically passes this saving throw if it is in darkness.
Legendary Actions
The dragon can take 3 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.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes 1 tail attack.
Light Control (Costs 2 Actions). The dragon can choose a point within 30 feet of it. A 15-foot radius sphere of darkness (lunar) or bright light (solar) appears until the start of the dragon's next turn.
Young Eclipse Dragon
Large dragon, lawful neutral
- Armor Class 18 (natural armour)
- Hit Points 102 (12d10 + 36)
- Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 17 (+3) 16 (+3) 13 (+1) 15 (+2)
- Saving Throws Dex +5, Con +6, Wis +4, Cha +5
- Skills Perception +6, Stealth +5
- Damage Immunities psychic (lunar), radiant (solar)
- Condition Immunities blinded
- Senses blindsight 30ft., darkvision 120 ft., passive Perception 16
- Languages Celestial, Common, Draconic
- Challenge 7 (2,900 XP)
Spacefarer. The dragon doesn't require air or sleep, and can go up to 10 years without food or drink. When not subjected to gravity, the dragon's speed becomes 5280 ft.
Actions
Multiattack. The dragon makes three attacks; two claw attacks and one one bite attack.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage and 4 (1d8) psychic damage (lunar) or 4 (1d8) radiant damage (solar).
Claw. Melee Weapon Attack: +7 to hit, Reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Eclipse Breath (Recharge 5-6). The dragon uses one of the following breath weapons.
Lunar Breath (Lunar). The dragon exhales mind-splitting energy in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Intelligence saving throw, taking 49 (11d8) psychic damage on a failed save, or half as much on a successful one. A creature automatically passes this saving throw if it is in bright light.
Solar Breath (Solar). The dragon exhales light in a 30-foot cone. All creatures in the area must make a DC 14 Dexterity saving throw, taking 49 (11d8) radiant damage on a failed save, and half that on a successful one. A creature automatically passes this saving throw if it is in darkness.
Eclipse Dragon Wyrmling
Medium dragon, lawful neutral
- Armor Class 16 (natural armour)
- Hit Points 52 (8d8 + 16)
- Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 14 (+2) 14 (+2) 11 (+0) 13 (+1)
- Saving Throws Dex +4, Con +4, Wis +2, Cha +3
- Skills Perception +4, Stealth +4
- Damage Immunities psychic (lunar), radiant (solar)
- Condition Immunities blinded
- Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
- Languages Draconic, Celestial
- Challenge 2 (450 XP)
Spacefarer. The dragon doesn't require air or sleep, and can go up to 10 years without food or drink. When not subjected to gravity, the dragon's speed becomes 5280 ft.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) psychic damage (lunar) or radiant damage (solar).
Eclipse Breath (Recharge 5-6). The dragon uses one of the following breath weapons.
Lunar Breath (Lunar). The dragon exhales mind-splitting energy in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Intelligence saving throw, taking 22 (5d8) psychic damage on a failed save, or half as much on a successful one. A creature automatically passes this saving throw if it is in bright light.
Solar Breath (Solar). The dragon exhales light in a 15-foot cone. All creatures in the area must make a DC 12 Dexterity saving throw, taking 22 (5d8) radiant damage on a failed save, and half that on a successful one. A creature automatically passes this saving throw if it is in darkness.