Never Again. Barnaby can't be affected by Charisma skills and CHA saves are automatic successes.
Debt to Pay. Upon entering Barnaby's vision range all CHA spellcasting, saves and skill checks are made at disadvantage.
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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing 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 16 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 an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.
Party of One. Barnaby's breath weapon also summons 1d4 tiny versions of himself (use the Pseudodragon stats).
Lair and Lair Actions
Barnaby's Lair
His desert lair is a sandstone cave system with plenty of holes in the ceiling to let in sunlight/moonlight.
Lair Reactions
Maddening Thoughts. When creatures of INT score 3 or greater come in contact with a pool of water in Barnaby's Lair they are assaulted by negative thoughts and emotions. They take 1d8 Force damage, a DC 18 CON/INT save will half the damage dealt.
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