Amphibious. The dragon can breathe air and water.
Fiery Death. When Aris dies, she explodes. Each creature within 60-feet of her must make a DC 26 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't worn or carried. The explosion destroys the dragon’s body and leaves behind an egg-shaped cinder that weighs 5 pounds. The cinder is blazing hot, dealing 21 (6d6) fire damage to any creature that touches it, though no more than once per round. The cinder is immune to all damage except force damage and has 25 AC and 600 hit points and regains 30 hit points every six seconds, and after 1d6 days if the cinder has not been reduced to zero hit points, Aris bursts forth from it in the form of a flaming canary and her Fiery Rebirth trait activates.
Fiery Rebirth (Recharges after a Short or Long Rest). If Aris is reduced to 0 hit points, she doesn’t die or fall unconscious. Instead, she regains 400 hit points and any creatures of her choice within 60 feet of her must make a DC 26 Dexterity saving throw. A creature takes 58 (9d10 + 9) fire damage on a failed save, or half as much damage on a successful one. In addition, she gains the ability to regain 20 hit points on her turn as a bonus action unless she took lightning damage since the end of her last turn. Additionally, she can now use the options in the “Mythic Actions” section. Award a party that defeats Aris after she uses Fiery Rebirth XP for defeating two CR 30 creatures.
Innate Spellcasting. The dragon’s innate spellcasting ability is Charisma (spell save DC 26). Aris can cast the following spells, without requiring material components.
At will: greater restoration
5/day: resurrection (as an action)
1/day each: delayed blast fireball (9th-level), fire storm, flame strike (9th-level), incendiary cloud, mass heal (cannot target herself), meteor swarm, wall of fire (9th level)
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.
Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 26 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 dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 102 (17d10 + 9) fire damage on a failed save, or half as much damage on a successful one. If a creature fails its saving throw against the fire breath, it ignites. Until a creature takes an action to douse the fire, the target takes 9 fire damage at the start of each of its turns.
Weakening Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 26 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. The dragon magically polymorphs into a humanoid, beast, or elemental 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, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, Fiery Rebirth trait, 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.
The dragon 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 15 feet of the dragon must succeed on a DC 27 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.
If the dragon’s Fiery Rebirth trait is active, she can use the options below as legendary actions.
Double-Edge. Aris makes two attacks with her claws.
Fly. Aris flies up to 120 feet.
Zen Headbutt. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 10) bludgeoning damage plus 17 (3d10) psychic damage.
Sacred Fire (Costs 3 Actions). Aris recharges and uses her fire breath.
Description
Aris is a demigoddess daughter of Bahamut and a Golden Great Wyrm. She most often appears as an aarakocra with feathers resembling a canary’s when interacting with mortals or as a golden phoenix when interacting with elementals. She is worshipped primarily by gold dragons and dragonborn, aarakocra, and fire genasi.
Lair and Lair Actions
Aris has the lair actions of a legendary gold dragon.
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