Medium Humanoid, Lawful Good
Armor Class 19 (+3 Breastplate, Dexterity)
Hit Points 487 (25d20 + 50)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
14 (+2)
INT
18 (+4)
WIS
15 (+2)
CHA
23 (+6)
Saving Throws DEX +6, CON +6, WIS +6, CHA +10
Skills Arcana +8, History +8, Perception +6, Stealth +6
Senses Passive Perception 12
Languages Common, Draconic , Aeillan
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Inspiring Presence. Friendly creatures within 10 feet of the Paladin get +7 to saving throws.

Divine Health. Annwyn is immune to disease in this form.

Spellcasting. Annwyn is a 20th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). Annwyn has following Paladin spells prepared: 
1st level (4 slots): Guiding BoltHeroismBlessCommand, Compelled DuelCure Wounds,  Searing Smite
2nd level (3 slots): Enhance AbilityMagic WeaponAidLesser Restoration, Protection from Poison, Zone of Truth
3rd level (3 slots): Haste, Protection from Energy, Crusader's MantleBlinding Smite, Revivify

Smite. Annwyn uses a spell slot to deal an additional 9 (2d8) radiant damage with a 1st level slot, 14 (3d8) on a second level, or 18 (4d8) on a 3rd level slot on a successful attack.

Actions

Multiattack. Annwyn makes two attacks with her Holy Avenger Rapier. 

Holy Avenger Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) piercing damage, does an additional 11 (2d10) radiant damage against fiends and undead.

Healing Touch (3/day). The Paladin touches another creature, the create regains 22 (4d8+4) hit points, and is freed from any nonmagical disease, poison, or deafness.

Inspirational Smiting (2/day). If Annwyn successfully smites and opponent she may use this to inspire friendly creatures within 30 feet of her. She may distribute up to 29 (2d8+9) temporary hit points to however many friendly creatures she likes.

Change Shape. Annwyn magically polymorphs into a humanoid or beast that has a challenge rating no higher than her own, or back into her true form (that of an ancient Silver Dragon). She is known to favor this form, her natural form, the form of a younger woman, or a sentient talking silver Raven.  She reverts to her true form if it dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Annwyn's choice).

In a new form, the Annwyn retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form that are not one of her favored forms.

Legendary Actions

Annwyn 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. Annwyn regains spent legendary actions at the start of her turn.

Detect. Annwyn makes a Wisdom (Perception) check.

Command Ally. Annwyn targets one ally she can see within 30 feet of it. If the target can see and hear Annwyn, the target can make one weapon attack as a reaction and gains advantage on the attack roll.

Shapeshift (Costs 3 Actions). Annwyn shapeshifts into her younger form, or natural form as if she had used the Change Shape ability. She regains 22 (4d8+4) hit points.

 

Mythic Actions

If you use Annwyn's mythic trait, treat this encounter as a level 20 encounter and a level 23 encounter, awarding 75,000 experience upon completion. Read or Paraphrase the following text when Annwyn uses his mythic trait:

As your attacks cut through Annwyn, and she coughs up blood, and you think she is about to topple over. Her armor and weapon clatter to the ground as she grows rapidly in size. In a few short seconds you see before you a full sized silver dragon, which snorts vengefully, the frost from her breath filling the area.

Emergency Transformation. When Annwyn is reduced to 0 hit points, she doesn't die normally. Instead she reverts to her natural form, that of an ancient Silver Dragon, regaining half of her hit points, and gaining temporary hit points equal to half of her starting hit points. If her draconic form cannot fit in the area, she will revert into a tiny sprite form before escaping to fight another day (PCs do not get an additional 50,000 XP if she escapes this way). She cannot use her change shape ability until she is no longer threatened.

Annwyn can use the following actions as if they were legendary actions for 1 hour after using his Mythic trait.

Healing Surge. Annwyn uses magic lingering from her human form to heal herself, regaining 28 (5d8+5) hit points.

Claw Attack. Annwyn makes a claw attack.

Breath Attack (Costs 3 Actions, Recharge 5-6). Annwyn uses one of her breath weapons.

Description

An ancient Silver Dragon in reality, the affable Annwyn has spent much of her life in a mortal form to go on adventurers serve as the head of the Knights of the Argent Raven, and spend time among the mortals whose company she cherishes. In this case, Annwyn has take the shape of an older woman, officious looking, and sagely with silver hair, a form she has adopted to lead the Knights of the Argent Raven. 

Lair and Lair Actions

Annwyn's Lair

Anwyn is a very sociable sort, seeking out the company of humans and other sentient life. She has taken up residence in the city of Thibaia as the head of one of the Knights of the Argent Raven. In this capacity she has ensured that the weather near the city has remained perfect for nearly three centuries. That is aside from an odd high flying cloud which has mysteriously remained in the vicinity of the city ever since, that she uses as a place to secret herself away to when seeking isolation.

Lair Actions

On initiative count 20 (losing initiative ties), Annwyn takes a lair action to cause one of the following effects:

  • Annwyn creates fog as if she had cast the Fog Cloud spell. The fog lasts until initiative count 20 on the next round.
  • A blisteringly cold wind blows through the lair near Annwyn. Each creature within 120 feet of her must succeed on a DC 15 Constitution saving throw or take 5 (1d10) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.

Regional Effects

The region around the Headquarters of the Argent Raven, where Annwyn takes up her residence are warped by her magic, which creates one or more of the following effects.

  • Once per day, Annwyn can alter the weather in a 6-mile radius centered on her lair. She doesn’t need to be outdoors; otherwise the effect is identical to the Control Weather spell.
  • Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the Annwyn or her allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.
  • Given days or longer to work, Annwyn can make clouds and fog within its lair as solid as stone, forming structures and other objects as it wishes.

If Annwyn dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
10/29/2020 3:20:54 AM
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Monster Tags: NPChumanoid

SomeGuy223

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