# Sunwyrm
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >claws: 1d6 (×2)
> >Melee/Ranged: +15/+16
> >Secondary: +10/+11
> >Multiattack: +13/+14
> >M/R_PA: +11/+12
> >2nd/PA: +6/+7
> >MA_PA: +9/+10
> >Itterative: 3
> > xDmg:: Str: +4; Str2: +6; StrOH: +2; StrPA: +12; StrPA2H: +18; StrPAOH: +6
> > xDCs:: Str: 20; Dex: 21; Con: 19; Int: 17; Wis: 19; Cha: 22
> > xFeat:: 5/6 (1)
> >
> >
> > xLang:: 0/1 (1)
<div class="grid-container"><div class="MON">Sunwyrm</div>
<div class="CR">CR 14 (38,400 XP)</div>
<div class="SOU">Fiend Folio</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
CN Large Dragon
**Init** +5
**Senses** blindsight 120 ft., dragon senses; **Perception** +18
#### defense
**AC** 24, 14 touch, 19 flat-footed (+5 Dex, +10 natural, -1 size)
**hp** 108 (12d12+36)
**Fort** +11, **Refl** +13, **Will** +11
**Feint** 28, **Demoralize** 25
**DR** 15/magic; **SR** 25
**Immune** blindness
#### offense
**Speed** 40 ft., fly 120 ft. (average)
**Melee** 2 claws +10 (1d6+5 plus grab)
**Space** 10 ft., **Reach** 5 ft.
**Special Attacks** breath weapon, brilliant aura, brilliant energy, energy form, immunity to blindness
#### statistics
**Str** 18, **Dex** 20, **Con** 17, **Int** 13, **Wis** 16, **Cha** 23
**BAB** +12, **CMB** +13, **CMD** 28, **TA** +15, **RTA** +16
**Feats** [[Cleave]], [[Combat Reflexes]], [[Flyby Attack]], [[Hover]], [[Power Attack]]
**Skills** Acrobatics +17 (+4 when jumping), Bluff +21, Climb +19, Fly +18, Perception +18, Sense Motive +18, Stealth +18
**Languages**
#### special abilities
### Breath Weapon (Su)
Once every 1d4 rounds, a sunwyrm can breathe a 90-foot line of burning yellow energy. This beam of energy passes through nonliving manner (including constructs and undead) without harming it, but living creatures in the area must succeed at a DC 19 reflex save or take 15d8 damage. This breath weapon deals physical damage, and in can be defeated by damage reduction but not by energy resistance.
### Brilliant Aura (Su)
A sunwyrm constantly emits light, which provides illumination to a range of 240 feet. A sunwyrm takes a -20 penalty on all Stealth checks when not in a lager area of bright light. Any creature than looks an a sunwyrm must make a Fortitude save (DC 19) each round in continues to look or be blinded for 3d6 minutes.
### Brilliant Energy (Su)
At will as a free action, a sunwyrm can transform its claws or its teeth into brilliant energy weapons, allowing those attacks no ignore nonliving matter.
### Energy Form (Ex)
As a move action, a sunwyrm can transform its entire body into energy. In this form, the sunwyrm gains the incorporeal subtype.
### Immunity to Blindness (Ex)
A sunwyrm cannot be blinded through either magical or mundane means.
#### ecology
**Organization** Solitary, pair, or flight (3–6)
**Advancement** 13–24 HD (Large); 25–36 HD (Huge)
The sunwyrm is a dangerous draconic beast that lurks in the skies above swelter- ing regions such as deserts and savan- nahs. It can transform part or all of its body into pure energy to lay waste to its victims. A sunwyrm looks like a radiant dragon with shining scales that radiate visible waves of heat. It has batlike wings that emit brilliant light. A fanged mouth and horns dominate the creature’s draconic head, and almost-liquid light seems to seep from its eyes. A sunwyrm has eight legs, and it can use the front four, which are more limber, to devastating effect in com- bat. Finally, the creature’s tail is long and sin- uous with a glowing ball of pulsating energy at the tip. A sun- wyrm is nearly 15 feet long, and it has a wingspan of well over 30 feet. A sunwyrm spends the majority of its life in the air soar- ing on powerful thermals and scouring the lands below for creatures to swoop down on and eat. Sunwyrms are carni- vores, but their digestion processes transform consumed flesh into pure energy and light that is then emitted from their tail, eyes, and wing membranes. Like many dragons, sunwyrms have an almost maniacal obsession with pre- cious metals and treasure, but they particularly love to col- lect gold and gemstones. Sunwyrms can transform their bodies into burning energy, and in this form they can pass through nonliving matter. They prefer to make their lairs inside sand dunes, where they rest in brilliant energy form. Most sunwyrm lairs have at least a few open air caves nearby for the storage of the creature’s loot. Sunwyrms speak Common, Auran, Ignan, and Draconic.