Solar Dragons: Spelljammer 5e Conversion

SOLAR DRAGON                                                              

Living among the celestial bodies of known space are huge space-faring dragons. The largest of these creatures is the solar dragon. Solar dragons vary in coloration by age with wyrmlings being a fiery red, young dragons being orange, adult dragons being a brilliant yellow and ancient dragons glowing with a bluish white color. Solar dragons are evil and territorial attacking any vessel that they deem a threat to their territory.

Plasma Dwellers. Solar dragons make their homes on the surfaces of stars by scooping out the burning hot plasma into caverns. Here they lay fire-resistant eggs which eventually hatch into wyrmlings.  Wyrmlings and young solar dragons are not capable of prolonged travel outside of the atmosphere of the star, but adult dragons are large enough to generate their own air pocket. At this point they will journey forth from the star of their birth to find a lair of their own.

Fireproofing Saliva. The solar dragon is able to use its saliva to create fire-resistant shells. They use this special saliva to coat any treasure obtained and brought back to their lairs. They also use this saliva to create “spitballs” made up of the burning hot gases they secrete. The solar dragon is able to catch these gases inside a ball of saliva and launch this ball at its enemies. Varying the thickness of the shell lets the beast delay the blast for up to one minute.

Isolationists. Once an adult solar dragon establishes a lair they rarely leave the immediate area of that star except to mate and hunt. Solar dragons traveling through the Phlogiston searching for a lair will avoid most encounters by Spelljammer crews unless they are directly threatened.

A SOLAR DRAGON’S LAIR                                                                           

Because solar dragons make their homes on the surface of stars they are almost never visited by adventurers. Should a party possess the means to survive the harsh conditions found there they will discover the dragon’s lair consists of a single large cavern scooped out of plasma and coated with a thick layer of the beast’s saliva. 


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 solar flare erupts from a crack in the hardened shell of the cavern that the dragon can see within 120 feet of it. The flare shoots twenty feet out and is 5 feet in diameter. Each creature in the flare’s area must make a DC 18 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.
  • A sun spot forms on a spot in the cavern that the dragon can see within 120 feet of it. This spot exhibits intense magnetic activity. Any creature made of metal, wearing metal armor or carrying metal armor must succeed on a DC 20 Strength saving throw or be pulled towards the spot and restrained.

ancient solar dragonadult solar dragonyoung solar dragonsolar dragon wyrmling

4 thoughts on “Solar Dragons: Spelljammer 5e Conversion”

  1. Wow, thank you for all your conversion information!

    SJ was the first campaign setting I bought back in the day. I never actually got to run it, but I always had a soft spot for it. I was thinking about some conversion for 5th and found all of the great work you have done so far.

    Do you have plans to do conversions for the campaign specific races (Griff and Neogi)?

    Also, have you given any thought to the extreme world changing dynamic that spelljamming brings in a world that hasn’t previously experienced it?

  2. I’m trying to find the article, but the summary is that injecting spelljamming into a campaign world that isn’t solely about Wildspace and such can be extremely jarring.

    Examples include:
    Confiscation of ship by powerful other parties upon landing.

    PCs or others using a craft as a nearly unreachable weapons platform to bombard enemy forces.

    Speed of transport of goods on the economy.

    Part of the answer will depend on how magically sophisticated your world is, but imagine landing a helicopter or airplane in a medieval kingdom and you can get some of the ideas of disruption an isolated jammer might represent.

    Perhaps some sort of Star Trekian “prime directive” may help, requiring crews to disguise their ship as something more recognizable to the specific sphere they are visiting. A water landing craft landing in the ocean and then sailing in to port conventionally, or a land based craft unloading their trade goods in the wilderness and caravaning to a city for sale.

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