Legendary Resistance (3/Day). If the Night Fury fails a saving throw, it can choose to succeed instead.
Hold Breath. The Night Fury can hold its breath for 30 minutes.
Echolocation. The Night Fury can't use its blindsight while deafened.
Keen Hearing. The Night Fury has advantage on Wisdom (Perception) checks that rely on hearing.
Flyby. The Night Fury doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Retractable Teeth. The Night Fury can retract or expose its teeth as a bonus action. If its teeth are retracted, its bite attack deals no damage.
Alpha's Presence. The Night Fury has advantage on Charisma (Persuasion) or Charisma (Intimidation) checks when dealing with other draconic beings.
Dive Bomb. If the Night Fury goes into a dive whilst in the air, it can travel up to double its flying speed. If it has travelled at least 120 feet in a dive and fires its Plasma Blast, the attack deals an additional 30 (6d10) force damage. The blast deals double damage of objects and structures.
Multiattack. The Night Fury can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 5) piercing damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 5) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 5) bludgeoning damage.
Frightful Presence. Each creature of the Night Fury's choice that is within 100 feet of the Night Fury and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened 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 Night Fury's Frightful Presence for the next 24 hours.
Plasma Blast (Recharge 5-6). The Night Fury exhales a purple ball of explosive plasma. The plasma ball travels in a straight line up to 120 feet, or until it collides with a creature/object, where it then detonates in a 30-foot radius. All creatures in the blast radius must make a DC 20 Dexterity saving throw. On a failure, the creature takes 50 (10d10) fire damage and is knocked prone. On a success, the creature takes half damage and is not knocked prone.
Lightning Cloak (Recharge 6). The Night Fury causes bolts of electricity to arc to its body. Any creature within 5 feet of the Night Fury must make a DC 20 Consitution saving throw, taking 12 (4d8) lightning damage and knocked prone on a failure, or half as much damage and only pushed 5 feet away from the Night Fury on a success. The Night Fury then turns invisible for 1d4 rounds. The invisibility ends prematurely if the Night Fury attacks a creature.
The Night Fury 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 Night Fury regains spent legendary actions at the start of its turn.
Detect. The Night Fury makes a Wisdom (Perception) check.
Hide. The Night Fury takes the Hide.
Tail Attack. The Night Fury makes a tail attack.
Wing Attack (Costs 2 Actions). The Night Fury beats its wings. Each creature within 10 feet of the Night Fury must succeed on a DC 20 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The Night Fury can then fly up to half its flying speed.
Recharge (Costs 2 Actions). The Night Fury can attempt to recharge its Plasma Blast.
Alpha's Challenge (Mythic Trait; Recharges after a Short or Long Rest). When the Night Fury is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, it begins to glow blue before bursting with blue energy, regaining 173 hit points. The Night Fury also emits a thunderous roar. All creatures that can hear the Night Fury within 120 feet must make a DC 20 Wisdom saving throw, becoming frightened of the Night Fury on a failure for 1 hour. Additionally, if any creatures that fail the save are of draconic nature, they are not frightened of the Night Fury but instead are under its control and are considered charmed by it for 1 hour. Whilst charmed this way, the draconic creatures are under the complete control of the Night Fury.
If the Night Fury's mythic trait is active, it can use the options below as legendary actions for 1 hour after using Alpha's Challenge:
Charged Plasma Blast (Costs 3 Actions). The Night Fury recharges and uses its Plasma Blast.
Quick Attacks. The Night Fury makes one bite and tail attack.
Lightning Speed. The Night Fury can move up to its full movement speed without provoking opportunity attacks.
Alpha's Command (Recharge 4-6) (Costs 3 Actions). The Night Fury lets out a roar that commands all draconic creatures under its control to attack. Each draconic creature within 120 feet of the Night Fury that can hear it can move up to half its movement and take an action.
Description
When compared to other dragons, the Night Fury is a very peculiar case. No known specimen has reached a size close to the average size of an ancient true dragon and yet they may be one of the most powerful dragons to ever exist. - Elin Gentleheart, Adventure
The Night Fury is a dragon of mystery. Very little is know about them and fewer still seem to exist. It isn't known if they are a new species that are starting to spread or an old breed drying out, just that they are very rare.
Whilst intelligent, most Night Fury's seem to have the mannerisms of a cat, in that they are curious and playful, though if they turn hostile that become very aggressive and can be quite petty. They show an understanding of the common tongue and draconic language but none have been heard to speak, suggesting they may be unable to speak. Night Fury's move like felines but when they take flight their true potential can be found. They are one of the most agile and fastest creatures across the planes.
A Night Fury can fly to fast it can cause an explosion of sound to trail behind them, the sound being delayed as the Night Fury travels faster than sound. This is rare and only seen why they dive-bomb, their streamline bodies allowing them to dive faster than normally possible. They use this air superiority to their advantage, diving from above and unleashing their powerful breath weapon before taking to the skies once more.
A Night Fury can be tamed as a mount but the bond between a rider and Night Fury is hard as they can be stubborn. If a rider can properly train their dragon and earn the dragons loyalty, there is no greater friend to have than a Night Fury, as the relationship is more a friendship than anything else.
The most special thing about the Night Fury is its potential to command other dragons. A Night Fury that has reached this Alpha State has an innate ability to command other dragons and draconic beings, sometimes forcefully. Some draconic beings can resist it but even Dragonborn feel the commanding presence of an Alpha Night Fury's call. Thankfully, any Night Fury that has currently exhibited this trait tended to rule as a benevolent leader that cares for its subjects.
Lair and Lair Actions
A Night Fury’s Lair
The lair of a Night Fury is like a hidden world. Vibrant plantlife and crystal growths sprout out of the underground cave network it resides in. The Night Fury seems to prefer large areas within the underground but prefers the lair to be close to the surface. A cavern in a cliff is an ideal location as it allows the Night Fury to easily fly into its lair.
A Night Fury will often try to find a lair large enough for it to comfortable fly around in. The rare Night Fury's that reach an Alpha state have other draconic beings it rules over also live in its lair, as a form of community.
Lair actions
On initiative count 20, losing initiative ties, the Night Fury takes a lair action to cause one of the following effects; The Night Fury cannot use the same effect two rounds in a row.
- An Earth Tremor shakes the ground. All creatures on the ground within 60 feet of the Night Fury must make a DC 15 Strength saving throw or be knocked prone.
- A bolt of lightning arcs from one crystal within 120 feet of the Night Fury to another crystal within 30 feet of the first crystal in a 30-foot long and 5-foot wide line. Each creature in the line must make a DC 15 Dexterity saving throw, taking 12 (4d6) lightning damage on a failure, or half as much on a success.
- A heavy fog forms in a 30-foot by 30-foot cube in an area of the Night Fury's choice within 60 feet of it. Whilst present, anything creature in the fog can only see 5 feet in front of them.
Regional Effects
- Once per day, the Night Fury can alter the weather in a 6-mile radius centred on its lair. The Night Fury doesn't need to be outdoors to do this; otherwise, the effect is identical to the control weather spell.
- Very minor tremors can be felt occasionally in the ground within 1-mile of the Night Fury's lair.
- At night, a strange whooshing sound can sometimes be heard for a moment overhead.
If the Night Fury dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.
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