Legendary Resistance (3/Day). If the Ahamkara fails a saving throw, it can choose to succeed instead.
Spell casting
Thee Ahamkara may cast wish on behalf of any creature it chooses at will.
The Ahamkara may cast the following spells. Each spell may only be cast once per day and they are always cast at 9th level.
weird, synaptic static, storm sphere, slow, reverse gravity, psychic scream, hypnotic pattern, banishment.
Multi attack. The dragon can make two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tentacle. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 8 (2d6) bludgeoning damage. If this attack misses, then the force is dissipated into the air causing a shock wave to emanate from the ground that was struck. Creatures of medium size or smaller within five feet of the tentacle are moved 10 feet away from the ahamkara. Creatures within forty feet must make a DC 10 Constitution saving throw and become stunned if they fail.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Solar Breath. The Ahamkara exhales raw solar energy in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much radiant damage on a successful one. Any creature damaged by this ability must make a DC 6 Wisdom saving throw or become blinded for one turn.
Axion Bolts. The Ahamkara emits bolts of power at its foes. A sphere of violet light appears in front of the Ahamkara. The next turn it splits into separate bolts that seek out and impact its foes. There are eight of these bolts and each deal (1d6-1) damage to an opponent of the Ahamkara's choice. This ability can target up to eight creatures. This is considered a breath attack.
Change Shape. The ahamkara magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). The ahamkara also obtains information about the shape it has changed into similar to if it had cast true polymorph.
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
The dragon 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. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tentacle Attack. The dragon makes a tentacle attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Alluring 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 18 Wisdom saving throw or become charmed 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 Ahamkara's Alluring Presence for the next 24 hours.
Description
- The Ahamkara were said to be wish-fulfilling "dragons", and were sought after by many People for the paracausal gifts they granted. After much debate it was decided that the bargains made with these creatures came at too high a price
-Ahamkara bones were subsequently incorporated into charms and new varieties of armour. These were known to cause auditory hallucinations in their bearers, as if the bones were speaking to them.
-The Ahamkara draw upon their wish-granting magics from the Anthem Anatheme to transform desire into reality to suit one's purposes, using a characteristic phrase when addressing other beings, taking the form of "O/Oh (subject) mine". This phrase is apparently a curse, invoking paracausal powers of ownership over the addressee.
Lair and Lair Actions
A Ahamkara’s Lair
Ahamkara make their homes in out-of-the-way places, where they can do as they please without arousing suspicion or fear. Most dwell near idyllic lakes and rivers, mist-shrouded islands, cave complexes hidden behind sparkling waterfalls, or ancient ruins.
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:
- The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
- One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon’s. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.
Regional Effects
The region containing a legendary gold dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon’s lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.
- Banks of beautiful, opalescent mist manifest within 6 miles of the dragon’s lair. The mist doesn’t obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non-evil creatures in the mist, warning such creatures of the danger.
- Gems and pearls within 1 mile of the dragon’s lair sparkle and gleam, shedding dim light in a 5-foot radius.
If the dragon dies, these effects end immediately.