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Sol Regmar

Gargantuan Gold Greatwyrm, Any Good

Armor Class 23 (natural armor)
Hit Points 603 (30d20 + 270) With max health cap removed = 640 (32d20 + 288)
Speed: 50 ft Climb: 50 ft

STR

33
( +11 )

DEX

10
( +0 )

CON

28
( +9 )

INT

19
( +4 )

WIS

21
( +5 )

CHA

17
( +3 )

Saving Throws Str + 17 Con + 15, Int + 7, Wis +11
Skills Arcana + 18, Athletics +3, Perception + 11, History + 23
Damage Resistances Bludgeoning Slashing and Piercing from non magical weapons
Damage Immunities Radiant, Fire
Condition Immunities Poisened, Petrified, Charmed, Frightened
Senses Within 60 ft can detect/see magic as if using detect magic spell, and detect/see evil or good as if using detect evil and good spell. Scent/Hearing 120ft, Passive perception 26 (If smell/sound is masked then Sol Regmar cannot detect it unless obviosly its touching him)
Languages Common, Draconic, Elvish, Abyssal,
Proficiency Bonus +8

Sol Regmar is an 13th level spellcaster. His spellcasting ability is wisdom (spell save DC 23 + 13 to hit with spell attacks). And has the following spells prepared.   Cantrips (At will): Gust, Message, Spare the Dying   1st Level (4 slots): Armor of Agathys, Command, Divine favor   2nd Level (3 slots): Skywrite, Scorching ray, Lesser restoration   3rd Level (3 slots): Dispell magic, Life transference, Revivify   4th Level (3 slots): Staggering smite, Synchronicity   5th Level (2 slots): Control winds, Greater restoration   6th Level (1 slots): Sunbeam   7th Level (1 slots): Ressuerection


The Sun's Glow. At will, Sol Regmar may glow with light from his wings/between scales/from mouth emiting bright light for 150 ft and then dim light for another 150 feet beyond that.   Blessings of the Golden light. When Sol Regmar casts any spell, he does not need verbal/somatic/material conponents.   Armor of Sol Regmar. When casting Armor of agathys, the duration is increased to 7 days, and the spell's target additionially gains 1 ac bonus, the damige is changed to radiant, the effects only wear off when the duration of the spell ends or dispell magic is cast on the spell target. Additionally along with the casting of Armor of agathys, Sol regmar may add the effects of Synchronicity to the spell (doing this uses a spell slot as if Synchronicity was cast).   Sol Regmar's favor. When Sol Regmar casts Divine favor, he may choose any ammount of creatures within 300 ft of him to gain the benifits of the spell.   Light giver, light taker. As an action Sol Regmar may at will drain light from around him within 300 feet, if there is no open sunlight, then the area affected is functionally pitch black. If Sol Regmar is in open sunlight when he does this, his next spell or attack deals an additional 3d6 radiant damage. The duration is until he spends a turn not using his action to use this feature.   Dragonic Polymorph. At will Sol Regmar may turn into his human form (old man with a walking stick who shares his characteristics i.e half arm and blind) and vise versa back into his draconic form (While in human form, Sol Regmar may cast spells but gains none of his Special abilities).   Sun arcanum. Sol Regmar may concentrate on any number of spells (if he fails a concentration check, all the spells are disabled). Additionally, when casting either Scorching ray or Sunbeam, he may choose to cast with a bonus action.

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: +19 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.   Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.   Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 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 23 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.   Sol Regmar's Breath Weapon (Recharge 5-6). Sol Regar exhales a blinding yellow and orange beam in a 10 ft wide 120 ft long line. Each creature in that area must make a DC 23 Dexteritiy saving throw, being blinded untill the start of Sol Regmar's next turn and taking 80 (20d6) fire damage, plus 40 (10d6) radiant damage on a failed save, or half as much on a succsesful one and not being blinded.

Bonus Actions

Sun arcanum

Legendary Actions

Sol Regmar 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. Sol Regmar regains spent legendary actions at the start of its turn.   Detect. The dragon makes a Wisdom (perception) check.   Tail Attack. Sol Regmar makes a tail attack.   Spellcasting (costs 2 actions). Sol Regmar casts a spell.


Created by

LordBongis.

Statblock Type

NPC Sheet

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