Legendary Resistance (1/Day). When Charin fails a saving throw, she can choose to succeed instead.
Devil's Sight. Magical darkness doesn't impede Charin's darkvision.
Magic Resistance. Charin has advantage on saving throws against spells and other magical effects.
Magic Weapons. Charin's attacks are magical.
Special Equipment. Charin has a glaive of life stealing and ring of spell storing containing heat metal (4th level) and silvery barbs (save DC 19).
Draconic Rage (Elite Trait; Recharges after a Short or Long Rest). When Charin is reduced to 140 hit points or less, she lets out a scream of rage. Every creature within 30 feet of her must make a DC 19 Constitution saving throw, taking 22 (4d10) thunder damage on a failed save, or half as much on a successful one. Additionally she gains an additional Legendary Action to use, and gains access to her Elite Actions.
Multiattack. Charin uses her Frightful Presence. She also makes three attacks: one with her bit, one with her claws, and one with her flail; or, she can make two Flame Hurl attacks.
Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (5d10 + 7) piercing damage plus 38 (7d10) fire damage.
Glaive. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) slashing damage. On a roll of 20, this does an extra 10 necrotic damage, and Charin regains 10 hit points.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 18 (2d10+ 7) slashing damage.
Flame Hurl. Ranged Weapon Attack: +11 to hit, range 120 ft., one target. Hit: (3d8) fire damage.
Frightful Presence Each creature of Charin's choice that is within 120 feet and aware of her must succeed on a DC 19 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 Charin's Frightful Presence for the next 24 hours.
Incite Fanaticism. Charin chooses up to four of her allies within 60 feet of her that can see her. For 1 minute, each of those allies makes attack rolls with advantage and can’t be frightened.
Power of the Dragon Queen. Charin targets one dragon it can see within 120 feet of her. The dragon must make a DC 18 Charisma saving throw. A chromatic dragon makes this save with disadvantage. On a successful save, the target is immune to Charin's Power of the Dragon Queen for 1 hour. On a failed save, the target is charmed by Charin for 1 hour. While charmed in this way, the target regards Charin as a trusted friend to be heeded and protected. This effect ends if Charin or her companions deal damage to the target.
Sear Metal. When Charin has heat metal active, she can deal 18 (4d8) fire damage to any creature touching the affected object.
Charin can take 2 legendary actions, or 3 if she is below 140 hit points, choosing from the options below. Only one option can be used at a time, and only at the end of another creature's turn. Charin regains her spent legendary actions at the start of her turn.
Attack. Charin makes one Glaive, Claw, or Flame Hurl attack.
Fiery Teleport (Costs 2 Actions). Charin, along with any items she is wearing or carrying, teleports up to 60 feet to an unoccupied space she can see. Each creature within 5 feet of Severin before he teleports takes 5 (1d10) fire damage.
If Charin's Elite trait is active, she can use the options below as legendary actions.
Steal Fire. One creature of Charin's choice within 60 feet of her has their inner fire stolen. It loses fire resistance if it had it, and loses fire immunity if it had it and gains fire resistance instead, until the end of Charin's next turn. If the creature had either fire resistance or immunity, Charin's next attack before the end of her turn deals an extra 5 (1d10) fire damage.
Bite (Costs 2 Actions). Charin makes a bite attack.
Hellish Chains (Costs 3 Actions). Charin targets one creature within 30 feet of her. The target is wrapped in magical chains of fire and restrained. The restrained target takes 21 (6d6) fire damage at the start of each of its turns. At the end of its turns, the target can make a DC 18 Strength saving throw, ending the effect on itself on a success.
Description
Charin is a red abashi, and a faithful servant to the Dragon Queen. She was sent to defeat the adventurers in an ambush, but failed and was forced to retreat. Now, she stands with Talis as the last line of defense at the Well of Dragons, and this time, she is determined to win.
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