Legendary Resistance (3/Day) If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The Au Tarākona can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of the Au Tarākona's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 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 Au Tarākona's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Storm Breath. The Au Tarākona produces a massive storm in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) Lightning damage on a failed save, or half as much damage on a successful one. The target must also make a DC 18 Strength save or be pushed back 30 feet and knocked prone on a fail. On a save they are pushed 30 feet and not prone.
Slowing Breath. The Au Tarākona exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
The Au Tarākona 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.
Tail Attack. The dragon makes a tail 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.
Lair and Lair Actions
The Au Tarākona’s Lair
Au Tarākona dwell in the waters around Manoa o Penina . Caves under the islands and deep under the calm sea are some of the places their lair may hide.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- The Au Tarākona chooses a point that it can see within 120 feet of it. A gravity attack pushes the weight of the sea on any target with in a 20-foot radius cylinder (80 ft) centered on that point. All targets must make a DC Dexterity (18) save or take 8d8 force damage.
- The Au Tarākona chooses a 10-foot-square area that it can see within 120 feet of it. The water in that area turns into a stormy sea. (this is now rough terrain) Each creature in the water in that area when the storm appears must succeed on a DC 15 Dexterity saving throw or be engulfed in the storm and become restrained. The targets also become disoriented due to the rough waters and now attacks with disadvantage. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the stormy water costs 2 feet of movement.
Regional Effects
The region containing Au Tarākona’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Magic carvings of the dragon’s smiling visage can be seen worked into stone's and objects within 2 miles of the dragon’s lair.
- Tiny beasts such as fish and underwater creatures that are normally unable to speak gain the magical ability to speak and understand Draconic while within 1 mile of the dragon’s lair. These creatures speak well of the dragon, but can’t divulge its whereabouts.
If the dragon dies, the magic carvings fade over the course of 1d10 days. The other effects end immediately.
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