Amphibious. Calaunthrax can breathe air and water.
Legendary Resistance (3/Day). If Calaunthrax fails a saving throw, she can choose to succeed instead.
Change Shape. Calaunthrax magically polymorphs into a humanoid or beast that has a challenge rating no higher than her own, or back into her true form. Calaunthrax reverts to her true form if she dies. Any equipment Calaunthrax is wearing or carrying is absorbed or borne by the new form (Calaunthrax's choice).
In a new form, Calaunthrax retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this ability. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Spellcasting. Calaunthrax casts one of the following spells, using no material components and using Charisma as the spellcasting ability (spell save DC21):
At will: bless, cure wounds
2/day: slow, suggestion, zone of truth
Multiattack. Calaunthrax can use her Frightful Presence. She then makes three attacks: one with her bite and two with her claws.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of Calaunthrax's choice that is within 120 feet of her and aware of her must succeed on a DC 21 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 Calaunthrax's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6). Calaunthrax uses one of the following breath weapons.
Fire Breath. Calaunthrax exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.
Weakening Breath. Calaunthrax exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 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.
Calaunthrax 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. Calaunthrax regains spent legendary actions at the start of her turn.
Detect. Calaunthrax makes a Wisdom (Perception) check.
Tail Attack. Calaunthrax makes a tail attack.
Wing Attack (Costs 2 Actions). Calaunthrax beats her wings. Each creature within 10 feet of Calaunthrax must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Calaunthrax can then fly up to half her flying speed.
Lair and Lair Actions
Calaunthrax's Lair
Calaunthrax has made her lair in the Druarwood, north of Berounna's Well. The treants in the local area serve as her eyes and ears, and will help to defend the lair if it is attacked.
Lair Actions
On initiative count 20 (losing initiative ties), Calaunthrax takes a lair action to cause one of the following effects; Calaunthrax can’t use the same effect two rounds in a row:
- Calaunthrax glimpses the future, so she has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
- One creature Calaunthrax can see within 120 feet of her must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence Calaunthrax has imagined into being. To escape, the creature must use its action to make a Charisma check contested by Calaunthrax'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.
Regional Effects
Calaunthrax's presence has warped the area around her lair, creating the following effects:
- Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of Calaunthrax's lair, she can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with Calaunthrax upon waking.
- Banks of beautiful, opalescent mist manifest within 6 miles of Calaunthrax's lair. The mist doesn’t obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non-evil creatures in the mist, warning such creatures of the danger.
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Within 10 miles of the Calaunthrax's lair, small runes in the shape of a gold dragon appear to creatures in great need, marking a subtle trail leading to the Calaunthrax’s lair.
If Calaunthrax dies, these effects end immediately.
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