Medium Humanoid (Any Race), Any Alignment
Armor Class 15 (robes, evasion, natural armor)
Hit Points 200 (18d8 + 18)
Speed
STR
20 (+5)
DEX
12 (+1)
CON
20 (+5)
INT
20 (+5)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws CON +9, INT +9, WIS +6
Skills Arcana +13, History +13
Damage Resistances Damage from Spells
Senses Blindsight 120 ft, Passive Perception 21
Languages Common, Draconic, Celestial, Abyssal
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Magic Resistance. Arbelladon has advantage on saving throws against spells and other magical effects.

Swirling WInds. Any projectile attack against Arbelladon has disadvantage.

Dragon Shifter. Arbelladon's statistics and appearance change  as he loses HP.

  • More than 4/5ths of his hp: AC 15, flying speed of 120 ft, walk of 40 ft, STR:10 (+0) DEX:14 (+2), CON:12 (+1), INT: 20 (+5), WIS:15 (+2), CHA: 16 (+3), fully human with horns
  • 4/5ths to 3/5ths of his HP: AC 16, flying speed of 90 ft, walk of 40 ft, STR: 12 (+1), DEX: 14 (+2), CON: 14 (+2), INT: 20 (+5), WIS: 15 (+2), CHA: 16 (+3), grows a tail
  • 3/5ths to 2/5ths of his HP: AC 17, flying speed of 60 ft, walk of 40 ft, STR: 18 (+4), DEX: (14) +2,  CON: 16 (+3),  INT: 20 (+5), WIS: 15 (+2), CHA: 16 (+3), his arms become more draconic and he visually grows larger, becomes a Large creature
  • 2/5ths to 1/5ths of his HP: AC 18, flying speed 80 ft, walk of 40 ft, STR: 22 (+6), Dex: 12 (+2), CON: 20 (+5),  INT: 20 (+5), WIS: 15 (+2), CHA: 16 (+3), Large bipedal dragonborn
  • Less than 1/5th of his HP: AC 18, flying speed 80 ft, walk of 40 ft, STR 22 (+6), Dex Dex: 10 (+2), CON: 22 (+6),  INT: 20 (+5), WIS: 15 (+2), CHA: 16 (+3), huge dragon.
Actions

Multiattack. Arbelladon makes two wind blade attacks and can use his Wind Magic: abilities four times if he more than 4/5ths of his hp. If he has less than 4/5ths but more than 3/5ths, he instead makes two wind blade attacks, uses three of his Wind Magics, and one Tail sweep. If he has between 3/5ths and 2/5ths of his HP, he instead makes two Dragon Claw attacks, one tail sweep, and two of his Wind Magics. If he has between 2/5ths and 1/5th of his health, he makes two Dragon Claw attacks, one tail sweep attack, one of his Wind Magics, and uses his Tornado Breath ability once. If he has less than 1/5th of his hp, he makes two Dragon Claw attacks, two tail sweep attacks, and uses his Tornado Breath ability twice.

Wind Blade. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit:  4d4 + 4 slashing damage.

Dragon Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 5d6 + 6) slashing damage.

Tail Sweep. Arbelladon sweeps his tail in an semicircle up to 15 feet away from him. Anyone within the arc must make a DC 16 Dexterity Saving Throw or take 3d8+6 bludgeoning damage, halved on a success, and be knocked down and swept to the end of the arc. 

Tornado Breath. Arbelladon exhales rapid winds in a 45 foot cone. Each creature within that area must make a DC 17 Dexterity saving throw or take 10d8 bludgeoning damage, halved on a success, and be flung back to the edge of the cone.

Wind Magics. Arbelladon is a master aeromancer and has access to six different Wind Magics. While they are not labeled as spells, they are counted as 6th level spells for the purposes of Counterspell and dispell magic unless otherwise mentioned. A Wind Magic may only be used once per a turn, unless it is being recast (for example Wind Wall's recast.)

  • Wind Tempest. Arbelladon conjures a raging tornado and sends it down a 60 foot by 5 foot line in front of him. Anyone caught within its path must make a DC 16 Dexterity saving throw or take 3d8 bludgeoning damage and be carried by the Tornado to the end of its range, trapping them within it and preventing movement or concentration, as well as giving disadvantage to any ranged attacks made from within. At the start of the Arbelladon's next turn, the Tornado dissipates.
  • Wind Blast. Arbelladon releases a gust of wind in a thirty foot cone infront of himself, forcing anyone within to make a DC 17 Dexterity saving throw or take 2d10 bludgeoning damage, halved on a success, and be knocked to the edge of its range.
  • Wind Wall. Arbelladon raises a wall of wind around himself, centered on himself and extending to ten feet away, forcing anyone within the ten feet to make a DC 20 Dexterity saving throw or be knocked out of the wall. Any ranged attacks that are made through this wall are unable to make contact and moving through this wall requires a successful DC 17 Athletics or Acrobatics check. The Wind Wall is concentration and remains until Arbelladon loses concentration or recasts it. When Arbelladon recasts it, the wind shoots out in a gust around himself, forcing anyone within 30 feet of Arbelladon to make a DC 17 Dexterity saving throw or take 2d10 bludgeoning damage, halved on a success, and be knocked away until they are 30 feet away.
  • Wind Spears. Ranged Spell Attack. +9 to hit, range 60/120 feet, 6 targets. Hit: 8d4+8 piercing damage. On a hit, the spears remain stuck within the target until they either use a bonus action to dissipate them or they are activated. The next time the target is hit by any of Arbelladon's Wind Blades, Wind Magics, or Tornado Breath, the spears activate, expanding into a whirl of air that deals 8d8 slashing damage.
  • Wind Slam. Arbelladon lifts a 15 ft circle of air within 120 ft and then slams it down, forcing anyone within to make a DC 17 Constitution Saving throw or take 3d10 bludgeoning damage, halved on a success, and be knocked prone as well as becoming Deafened for one turn. 
  • Wind PunchMelee Spell Attack. +9 to hit, reach 10 feet, one target. Hit: 10d4+8 bludgeoning damage. On a hit, the target is knocked back thirty feet, knocked prone, and is deafened and silenced for one turn.

 

Reactions

Wind Barrier. Only available with more than 3/5ths HP. When Arbelladon is hit by a ranged projectile attack, he can catch it with his wind and force it to miss by making a DC 15 Intelligence throw.

Monster Tags: NPC

Sedion

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