Large Dragon, Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 178 (17d10 + 85)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
23 (+6)
DEX
10 (+0)
CON
21 (+5)
INT
14 (+2)
WIS
11 (+0)
CHA
19 (+4)
Saving Throws DEX +4, CON +9, WIS +4, CHA +8
Skills Deception +8, Insight +8, Perception +8, Stealth +4
Damage Immunities Fire
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 18
Languages Common, Draconic
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Actions

Multiattack. Amunrahx makes 3 attacks: 1 with his Bite & 2 with his Claw.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Fire Breath (Recharge 5–6). Amunrahx exhales fire in a 30-ft. cone. Each creature in that area must attempt a DC 17 Dex saving throw, taking 56 (16d6) fire damage on a failure, or half as much damage on a success.

Description

Amunrahx the Intrepid's your typical red dragon, w/ 1 important difference. He draws power both from the size of his hoard & the amount of trade & commerce flowing through his domain. Amunrahx's a tyrant—proud, egotistic, & self-centered. “The Intrepid” is a self-given title. He's powerful & dangerous, but he's no match for a party of heroes & can’t stand up to an army on his own. Amunrahx depends on minions & lieutenants to deal w/ obstacles & constantly seeks to acquire more forces. As his domain grows, he gains ever-greater influence over the surrounding economy, creating a vacuum of wealth & skilled talent that chokes the life out of nearby cities while Amunrahx lounges & savors his victory.

Personality. Amunrahx enjoys success, feeling powerful, & long flights over subjugated villages. He's the epitome of a red dragon & derives immense satisfaction from being an object of awe & terror in the eyes of humanoids. Flattery's supremely effective on him, so long as he perceives it to be genuine. He's quick to anger & will incinerate those who offend him w/ the slightest insult. Because he draws power from the spending of wealth in his domain, Amunrahx prefers to work w/ mercenaries & merchants. He encourages traders to settle in his villages so that the mercenaries he hires'll spend their coin there, & he takes a mild tax on all purchases which he funnels back into the infrastructure of these villages to stimulate their growth. Amunrahx considers himself an excellent steward of his community, far more generous than they deserve.

Background. Amunrahx’s heritage's left flexible to make it fit your world. If dragons're common, then he left home to make a name for himself. He traveled far from where dragons generally live to an “untamed” land, at least from a dragon’s perspective, & he intends to become its master because that’s what dragons do. Alternately, if dragons're rare in your world, Amunrahx probably spent much of his youth studying humanoids & determining the best place to make his nest. In short, Amunrahx has whatever origin's typical of dragons in your game. He's, like the characters in the party, an exceptional member of his species that strives to achieve great things thru determination & persistence. Try to reflect some of the party’s motivations in Amunrahx—they should feel like they've something in common w/ the red wyrm.

Goals & Motivations. Amunrahx's a special breed of dragon. Where most dragons hoard wealth, he spends it freely, for as coin flows thru his domain, he grows in strength. Initially he must work from a distance, acquiring minions & lieutenants while he builds up his domain. He's attempting to orchestrate the purchase of a set of powerful magic items for an almost unimaginably vast sum of gold: the tome of clear thought, tome of leadership & influence, & tome of understanding. He wishes to bolster his mental faculties, making him smarter, wiser, & more influential than other dragons. He plans to capitalize on his long lifespan, as it's said each regains its potency every 100 years. Though Amunrahx's aware & unbothered by the reality that his presence's damaging to the world around him, creating an economic vacuum, he doesn’t want open conflict w/ nearby factions. War's bad for business. Amunrahx strives to make trade deals w/ potential aggressors, ideally selling them whatever they desire at a deep discount, but he's also willing to buy from them, for he knows the coin'll make its way back to him eventually. And failing that, soon he’ll be strong enough to just take it back.

Lair and Lair Actions

Regional Effects

Amunrahx’s influence increases prices in all nearby cities. These aren’t just cities within his domain, but also ones close enough to feel the economic side effects. Amunrahx’s domain consists of everything within 10 miles of his lair. As he grows in power, the size of his domain & the markup increases as shown on the table below.

Domain Size

Markup Nearby

10 miles

50%

15 miles

100%

20 miles

150%

30 miles

200%

40 miles

250%

50 miles

300%

60 miles

350%

70 miles

400%

85 miles

500%

100 miles

600%

150 miles

1000%

The following effects are always active within his domain.

  • Amunrahx's aware of the location of any coin, gemstone, or other form of currency that has ever been in his possession. If Amunrahx’s Power's 30 or greater, he also knows the identity of anyone who currently owns any coin, gemstone, or other currency he once owned.
  • When intelligent creatures are in a marketplace, store, or other place of trade in Amunrahx’s domain, they must succeed on a DC 10 Wis saving throw or feel compelled to purchase something. The purchased item's always something of interest to them, & they'll never spend more than 25% of the wealth they're currently carrying on a single purchase. This is a charm effect. Each creature can only be affected by this once every 24 hours. Creatures not carrying money are immune to this effect.

 

The_Hidden

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