Tiny Dragon, Chaotic Neutral
Armor Class 17 Natural
Hit Points 281 (40d4 + 160)
Speed 10 ft., Fly 60 ft., Swim 25 ft., Burrow 5 ft.
STR
8 (-1)
DEX
20 (+5)
CON
18 (+4)
INT
24 (+7)
WIS
22 (+6)
CHA
30 (+10)
Saving Throws DEX +12, INT +14, WIS +13, CHA +17
Skills Arcana +10, History +10, Insight +10, Nature +10, Perception +10, Religion +10, Stealth +10
Damage Resistances Cold, Fire, Force, Lightning, Necrotic, Radiant, Thunder
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Frightened, Prone
Senses Darkvision 60 ft., Truesight, Passive Perception 20
Languages All Material Plane Only
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (4/Day). If the greatwyrm fails a saving throw, it can choose to succeed instead

Superior Invisibility. As a bonus action, the greatwyrm can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the greatwyrm wears or carries is invisible with it.

Limited Telepathy. Using telepathy, the greatwyrm can magically communicate with any other faerie dragon within 160 feet of it.

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

Innate Spellcasting. The greatwyrm's innate spellcasting ability is Charisma (spell save DC 20). They can innately cast a number of spells, requiring no material components. 

1/day each: dancing lights, mage hand, minor illusion

1/day: color spray

Yellow, 1/day: mirror image

1/day: suggestion

1/day: major image

1/day: hallucinatory terrain

1/day: polymorph

Fae Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 200 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use its Mass Euphoria action during the next hour. Award a party 2x XP if defeated after being Awakened.

 

Spider Climb. The greatwyrm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Euphoria Breath (Recharge 5–6). Aryzfelua'Linturace exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 20 Wisdom saving throw, or for 1 minute, the target can’t take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:

1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.

5–6. The target doesn’t move, and the only thing it can do on its turn is make a DC 20 Wisdom saving throw, ending the effect on itself on a success.

Bonus Actions

Change Shape. Aryzfelua'Linturace magically transforms into any creature that is Small, Tiny, or Minuscule, while retaining their game statistics (other than their size). This transformation ends if theAryzfelua'Linturace is reduced to 0 hit points or uses a bonus action to end it.

Psychic Step. Aryzfelua'Linturace magically teleports to an unoccupied space they can see within 60 feet of them.

Legendary Actions

The greatwyrm 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 greatwyrm regains spent legendary actions at the start of its turn.

Bite. The greatwyrm makes one Bite attack.

Psionics (Costs 2 Actions). The greatwyrm uses Psychic Step (2x range).

Illusion. (Costs 3 Actions)  The greatwyrm casts any Illusion spell 5th level or lower (The greatwyrm is an innate spellcaster and requires no components)

 Fey Beam (Costs 3 Actions). The greatwyrm emits a holographic rainbow coloured beam in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 20 Dexterity saving throw, taking 37 (5d10+10) radiant damage on a failed save, or half as much damage on a successful one.

Mythic Actions

If the greatwyrm’s Gem Awakening trait has activated in the last hour, it can use the options below as legendary actions.

Mass Euphoria (Gem Awakening Only; Recharges after a Short or Long Rest). The greatwyrm targets any number of creatures and objects it can see within 120 feet of it.  Each targeted creature must succeed on a DC 26 Wisdom saving throw or be Euphoric for 1 hour. At the end of a creature’s turn, it can repeat the saving throw, ending the effect on itself on a success. If target fails 3 saving rolls, no more saving throws are allowed. Euphoria can be removed after a short/long rest OR dissipated by remove poison/disease spell. (See Euphoria Breath for effects)

Mad Tea Party. At the end of the greatwyrm’s turn, it can cast Suggestion (DC 20 WIS) on up to 5 creatures/objects. The greatwyrm uses this to parley a truce over food, wine and revelry.

Description

Aryzfelua'Linturace is a member of "The Chamber" cabal (Fizban's Treasury of Dragons), and acts as a passive observer in the Fey Wild reporting back on the progress of the civilizations there, speculating on where in the Draconic Prophecy they fit in, and cataloguing/cross referencing Dragonmarked creatures.

Aryzfelua'Linturace can also be referred to as "Legion of the Balance."  Many echoes of Aryzfelua'Linturace have willingly sacrificed themselves together in hopes of bringing light to the peaceful reunion of Bahamut, Tiamat, and Sardior. 

Aryzfelua'Linturace is an eternally pacifistic observer, choosing to avoid personal involvement physical/magical altercations whenever possible. (But will rise to a fight if necessary) They are quick to make friends and see curmudgeons as a fun challenge.  When no research or events are happening, they roam their territory inciting situationally comedic situations. A band of satyrs has taken up residence in the caverns leading to their den as a ruse to dissuade would be intruders. Aryzfelua'Linturace has taught these satyrs all the greatwyrm has discovered and uses them as an oral tradition backup of their records. When intruded upon Aryzfelua'Linturace wears a bronze pseudodragon skull and attempts to fool creatures into believing they are a bronze wyrmling dracolitch.

Friendly and Bright. Aryzfelua'Linturace has a sharp mind, a fondness for treasure and good company, and a puckish sense of humor. Aryzfelua'Linturace enjoys offered "treasure” in the form of sweets, baked goods, savory treats and, most importantly, information regarding all forms of anthropology.

Lair and Lair Actions

Chaotic Aura. Aryzfelua'Linturace creates misdirecting currents of air and magic around itself. Until initiative count 20 on the next round, whenever a ranged attack roll misses Aryzfelua'Linturace, reroll the attack against a random creature within 60 feet of the greatwyrm that doesn’t have total cover against the attack.

Grasping Plants. Aryzfelua'Linturace causes roots and vines to temporarily grow around them; until initiative count 20 on the next round, the ground within 40 feet of Aryzfelua'Linturace is difficult terrain.

Regional Effects

The region containing Aryzfelua'Linturace's lair can be transformed by its presence, creating one or more of the following effects:

 

Compulsory Offering. The first time a creature comes within 2 miles of Aryzfelua'Linturace lair, the creature must succeed on a DC 20 Wisdom saving throw or feel an overwhelming compulsion to leave an offering worth at least 5 gp stashed in an out-of-the-way place. The greatwyrm immediately senses the location of this gift. A creature can be affected only once by this compulsion.

Malleable Time. Time is fluid within 6 miles of Aryzfelua'Linturaces lair, flowing somewhere between half and twice its normal speed.

Mischief Afoot. Sapient creatures that spend a year within 6 miles of Aryzfelua'Linturace's lair feel the persistent urge to play pranks on others.

Monster Tags: fey

Habitat: Forest

Explodicus

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