Imbued with intense light and an adventurous spirit, aurora dragons are intent on preserving the freedom of themselves and others. They hunt slavers and malevolent enchanters and free their captives, guarding them until they find their way back home. They are unlikely to be troubled again, as word can quickly spread of an ethereal-looking dragon acting as a guardian. Although they don't demand payment, many do so anyway in gratitude. The hoard of an aurora dragon is filled with infinite colours; they prefer gems and glass-like treasure so they can reflect their lights and create colourful areas that remind them of the night sky. While they prefer to nest in areas that allow them to see their namesake nighttime phenomenon, they can also sometimes stay near mines if they can bargain for some gems and some have even been reported to stay in urban areas and create calming lights in the surrounding city. Because of their extraplanar origin, aurora dragons have little regard for the eternal struggle of Bahamut and Tiamat and the machinations of their aligned kin. They avoid dealing with both chromatic and metallic dragons if they have anything in regards for their struggle, and they make sure they all know the reason why this is the case. When the night sky is dark and terrifying, there is always the smallest chance that there is some enthralling light shimmering in the darkness. This is almost always an aurora dragon, where the internal lights shimmer and reflect in the crystalline growths along its body. Any self-respecting aurora dragon will decorate its lair with crystals, jutting into the ceiling and collecting light, both reflecting the dragon's ambient light and sending it into the sky, and also focusing the sunlight into deposits that can turn into deadly beams or calming sunlight. 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: A crystal in the ceiling sprays energy across the ground in a line 5 feet wide and 15 feet long. Each creature in the line must make a DC 14 Dexterity saving throw, taking 10 (3d6) radiant damage on a failed save, or half that on a successful save. All gems in the room pulse, removing all magical effects in the lair. A large pulse of light emanates from every wall on the lair, forcing all creatures in the lair to make a DC 14 Constitution saving throw, becoming blinded until the end of its next turn on a failed save.
The area within 1 mile of a legendary aurora dragon's nesting spot has the following effects:Aurora Dragons
Breaking The Draconic Cycle
Lighting The Way
Lair Actions
Region Effects
Ancient Aurora Dragon
Gargantuan dragon, chaotic good
- Armor Class 18 (natural armour)
- Hit Points 462 (25d20 + 176)
- Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 26 (+8) 17 (+3) 26 (+8) 16 (+3) 15 (+2) 17 (+3)
- Saving Throws Dex +9, Con +14, Wis +8, Cha +9
- Skills Perception +8, Stealth +9
- Damage Resistances force, radiant
- Condition Immunities blinded, charmed
- Senses truesight 10ft., blindsight 60 ft., darkvision 120 ft., passive Perception 18
- Languages Common, Draconic
- Challenge 20 (25,000 XP)
Colourful Nature. When the dragon finishes a long rest, it can roll three times on the below table to determine what damage resistances it has. If the same damage type is rolled twice, it instead gains immunity to the rolled damage type.
d10 Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Necrotic 7 Poison 8 Psychic 9 Radiant 10 Thunder 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 Colourful Presence. It then makes three attacks; one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (1d12) force damage.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Colour Breath (Recharge 6). A pulse of multicoloured light bursts from the dragon in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw. For each target, roll a d10 to determine which colour affects it.
1- Red. The target takes 49 (9d10) fire damage on a failed save or half that on a successful save. On a failed save, it takes that damage again at the start of its turn.
2- Blue. The target takes 49 (9d10) cold damage has its speed reduced by 20 feet until the end of its next turn on a failed save, or half that and not having its speed reduced on a successful one.
3- Yellow. The target takes 66 (12d10) lightning damage on a failed save, and half as much on a successful one.
4- Green. The target takes 49 (9d10) poison damage and is poisoned until the end of its next turn on a failed save, or half that and is not poisoned on a successful one.
5- Black. The target takes 49 (9d10) necrotic damage on a failed save, or half that on a successful one. A creature killed with this colour reanimates as a zombie that is hostile to all creatures except the dragon at the start of its next turn.
6- White. The target takes 49 (9d10) radiant damage and is blinded until the end of its next turn on a failed save, or half that and is not blinded on a successful one.
7- Purple. The target takes 49 (9d10) force damage and is pushed 15 feet away from the dragon on a failed save, or half that and is not pushed on a successful save.
8- Orange. The target takes 49 (9d10) acid damage and subtracts 8 from all weapon damage it deals until the end of its next turn, taking half that and no other effect on a successful save.
9- Lilac. The target takes 49 (9d10) psychic damage and subtracts 8 from all spell damage it deals until the end of its next turn, taking half that and no other effect on a successful save.
10- Grey. The target takes 49 (9d10) bludgeoning damage and is petrified until the end of its next turn, taking half damage and not being petrified on a successful save.
Colourful Presence. The dragon can fly up to 40 ft. without provoking opportunity attacks. Any space the dragon moves through becomes filled with powerful light, and acts as a wall of force until the start of the dragon's next turn.
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.
Colour Burst (Costs 2 Actions). Each creature of the dragon's choice within 30 feet of it must succeed on a DC 22 Constitution saving throw or become blinded until the start of its next turn.
Adult Aurora Dragon
Huge dragon, chaotic good
- Armor Class 17 (natural armour)
- Hit Points 184 (16d12 + 80)
- Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 21 (+5) 16 (+3) 21 (+5) 15 (+2) 14 (+2) 16 (+3)
- Saving Throws Dex +8, Con +10, Wis +7, Cha +8
- Skills Perception +7, Stealth +8
- Damage Resistances force, radiant
- Condition Immunities blinded
- Senses truesight 5 ft., blindsight 30 ft., darkvision 120 ft., passive Perception 17
- Languages Common, Draconic
- Challenge 13 (10,000 XP)
Colourful Nature. When the dragon finishes a long rest, it can roll twice on the below table to determine what damage resistances it has. If the same damage type is rolled twice, it instead gains immunity to the rolled damage type.
d10 Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Necrotic 7 Poison 8 Psychic 9 Radiant 10 Thunder 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 Colourful Presence. It then makes three attacks; one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) force damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
Colour Breath (Recharge 6). A pulse of multicoloured light bursts from the dragon in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw. For each target, roll a d8 to determine which colour affects it.
1- Red. The target takes 22 (4d10) fire damage on a failed save, and half as much on a successful one. On a failed save, it also takes the damage again at the start of its turn.
2- Blue. The target takes 44 (4d10) cold damage has its speed reduced by 20 feet until the end of its next turn on a failed save, or half that and not having its speed reduced on a successful one.
3- Yellow. The target takes 22 (4d10) lightning damage on a failed save, and half as much on a successful one.
4- Green. The target takes 33 (6d10) poison damage and is poisoned until the end of its next turn on a failed save, or half that and is not poisoned on a successful one.
5- Black. The target takes 33 (6d10) necrotic damage on a failed save, or half that on a successful one. A creature killed with this colour reanimates as a zombie that is hostile to all creatures except the dragon at the start of its next turn.
6- White. The target takes 33 (6d10) radiant damage and is blinded until the end of its next turn on a failed save, or half that and is not blinded on a successful one.
7- Purple. The target takes 33 (6d10) force damage and is pushed 15 feet away from the dragon on a failed save, or half that and is not pushed on a successful save.
8- Orange. The target takes 33 (6d10) acid damage and subtracts 5 from all weapon damage it deals until the end of its next turn.
Colourful Presence. The dragon can fly up to 40 ft. without provoking opportunity attacks. Any space the dragon moves through becomes filled with powerful light, and acts as a wall of force until the start of the dragon's next turn.
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.
Colour Burst (Costs 2 Actions). Each creature of the dragon's choice within 30 feet of it must succeed on a DC 18 Constitution saving throw or become blinded until the start of its next turn.
Young Aurora Dragon
Large dragon, chaotic good
- Armor Class 17 (natural armour)
- Hit Points 68 (8d10 + 4)
- Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 17 (+3) 13 (+1) 12 (+1) 14 (+2)
- Saving Throws Dex +5, Con +6, Wis +4, Cha +5
- Skills Perception +4, Stealth +5
- Damage Resistances force, radiant
- Condition Immunities blinded
- Senses blindsight 30 ft., darkvision 12 ft., passive Perception 14
- Languages Common, Draconic
- Challenge 6 (2,300 XP)
Colourful Nature. When the dragon finishes a long rest, it can roll once on the below table to determine what damage resistances it has. If the same damage type is rolled twice, it instead gains immunity to the rolled damage type.
d10 Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Necrotic 7 Poison 8 Psychic 9 Radiant 10 Thunder 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; 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 plus 4 (1d8) force damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Colour Breath (Recharge 6). A pulse of multicoloured light bursts from the dragon in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw. For each target, roll a d6 to determine which colour affects it.
1- Red. The target takes 22 (4d10) fire damage on a failed save, and half as much on a successful one.
2- Blue. The target takes 16 (3d10) cold damage has its speed reduced by 15 feet until the end of its next turn on a failed save, or half that and not having its speed reduced on a successful one.
3- Yellow. The target takes 22 (4d10) lightning damage on a failed save, and half as much on a successful one.
4- Green. The target takes 16 (3d10) poison damage and is poisoned until the end of its next turn on a failed save, or half that and is not poisoned on a successful one.
5- Black. The target takes 16 (3d10) necrotic damage on a failed save, or half that on a successful one. A creature killed with this colour reanimates as a zombie that is hostile to all creatures except the dragon at the start of its next turn.
6- White. The target takes 16 (3d10) radiant damage and is blinded until the end of its next turn on a failed save, or half that and is not blinded on a successful one.
Aurora Dragon Wyrmling
Medium dragon, chaotic good
- Armor Class 16 (natural armour)
- Hit Points 22 (3d8 + 9)
- Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA 13 (+1) 12 (+1) 16 (+3) 11 (+0) 10 (+0) 12 (+1)
- Saving Throws Dex +3, Con +5, Wis +2, Cha +3
- Skills Perception +2, Stealth +3
- Damage Resistances force, radiant
- Condition Immunities blinded
- Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12
- Languages Draconic
- Challenge 2 (450 XP)
Colourful Nature. When the dragon finishes a long rest, it can roll once on the below table to determine what damage resistances it has. If the same damage type is rolled twice, it instead gains immunity to the rolled damage type.
d10 Damage Type 1 Acid 2 Cold 3 Fire 4 Force
d10 Damage Type 5 Lightning 6 Necrotic 7 Poison 8 Psychic 9 Radiant 10 Thunder 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: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 1) piercing damage plus 2 (1d4) force damage.
Colour Breath (Recharge 5-6). A pulse of multicoloured light bursts from the dragon in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw. For each target, roll a d4 to determine which colour affects it.
1- Red. On a failed save, the target takes 2 (1d4) fire damage and another 2 (1d4) fire damage at the start of its next turn.
2- Blue. On a failed save, the target has its speed reduced by 10 feet until the end of its next turn.
3- Yellow. The target takes 5 (1d10) lightning damage on a failed save, and half as much on a successful one.
4- Green. On a failed save, the target is poisoned until the end of its next turn.
Art Credit
"The Northern Citadel" by Toby Lewin
"Aurora" by Zakori
"SMITE: Norse Assault - Skybox" by Luiza R. Tanaka
"Heavenly Skies" by Alex Rommel