Amphibious. Artaganix can breathe air and water.
Legendary Resistance (3/Day). If Artaganix fails a saving throw, it can choose to succeed instead.
Living Shadow. While in dim light or darkness, Artaganix has resistance to damage that isn’t force, psychic, or radiant.
Shadow Stealth. While in dim light or darkness, Artaganix can take the Hide action as a bonus action.
Sunlight Sensitivity. While in sunlight, Artaganix has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Ancestral Link. Artaganix is the ancestor of several sorcerers and has a special power to act as a patron of sorts for them. A Sorcerer of Artaganix can be contacted by the dragon through either dreams or a copy of sending furthermore Artaganix can enchant an orb of scrying to watch over a Sorcerer descended from him
Spellcasting. Artaganix is a 18th level spellcaster. His spellcasting ability is Intelligence (Spell Save DC. 19 Attack Bonus +11) . Artaganix has the following spells prepared:
Cantrips (At Will) fire bolt, mage hand, control flames, shocking grasp, create bonfire,
1st level (4 slots) shield, hideous laughter, unseen servant,
2nd level (3 slots) misty step, warding wind, darkness, acid arrow,
3rd level (3 slots) melf's minute meteors, stinking cloud, hypnotic pattern, counterspell,
4th level (3 slots) greater invisibility, wall of fire, blight,
5th level (3 slots) geas, mislead, cloudkill,Dream
6th level (1 slot) disintegrate, contingency,
7th level (1 slot) reverse gravity,Delayed Blast Fireball
8th level (1 slot) clone, Maddening Darkness
9th level (1 slot) wish,
Multiattack. Artaganix can use his Frightful Presence. he then makes three attacks: one with his bite and two with his claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Frightful Presence. Each creature of Artaganix's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 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 Artaganix's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6). Artaganix uses one of the following breath weapons.
Shadow Breath (Recharge 5-6). Artaganix exhales shadowy fire in a 30-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon’s control.
Weakening Breath. Artaganix exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.
Change Shape. Artaganix 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).
In a new form,Artaganix 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.
Artaganix 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. Artaganix makes a Wisdom (Perception) check.
Tail Attack. Artaganix makes a tail attack.
Wing Attack (Costs 2 Actions). Artaganix beats his wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
In his early life, Artaganix; the Golden Saint was the master of the Order of the Saints and known across all the land as it's good and just leader. a Schism in the order lead to Artaganix and one other being being the only survivors. Going mad from his sorrow, Artaganix dove into the Shadowfell seeking out the Raven Queen to teach him the secrets of the darkness. Studying under her Artaganix discovered a way to plunge an entire realm into the Shadowfell and went to work creating his plan to transform his homeland of Manoria into an Empire of Darkness in the Shadowfell of which he would be the undisputed master. Artaganix; The Tarnished Gold sows discord in Manoria, hoping to weaken it's defenses while he searches for the materials to commit the ritual.
Lair and Lair Actions
Artaganix’s Lair
Artaganix lairs deep within an ancient dwarven citadel, the former citadel of his order which he has since corrupted into his own nigh impregnable fortress
Lair Actions
On initiative count 20 (losing initiative ties), Artaganix takes a lair action to cause one of the following effects; Artaganix 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.
- A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- 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.
- Artaganix rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
Regional Effects
The region containing Artaganix’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 foreboding, haunting mist manifest within 6 miles of the dragon’s lair. The mist doesn’t obscure anything. It assumes haunting forms when good creatures are near the dragon or other non-good creatures in the mist, warning such creatures of the danger.
- Gold and Gems within 1 mile of the dragon’s lair magically tarnish, appearing dull and worthless.
- Shadows form around the Lair causing the surrounding area to always be in Dim Light
If Artaganix dies, these effects end immediately.