Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Regal Aura. The dragon radiates a glowing aura of golden light. Any creature that starts its turn within 5-feet of the dragon must succeed on a DC 15 Wisdom saving throw. A creature that fails the save has disadvantage on Wisdom (Insight) checks to discern the dragons' true intentions.
Multiattack. The dragon can use its Beguiling Prescence. It can then make one bite attack and one tail attack.
Antlers. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 6) piercing damage.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 6) piercing damage plus 4 (1d8) radiant damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 6) bludgeoning damage.
Beguiling Prescence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragons Beguiling Prescence for the next 24 hours.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
Radiant Breath. The dragon exhales radiant energy in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 54 (12d8) radiant damage and being blinded for one turn on a failed save, or half as much and not being blinded on a successful one.
Suggestion Breath. The dragon exhales mist laced with eldritch whispers in a 60-foot cone. Each creature in that area must succeed on a DC 18 Wisdom saving throw or become charmed by the dragon. While charmed in this manner it follows the first course of action the dragon recommends so long as it isn't suicidal or take longer than 2 hours to complete.
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 creatures turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Antlers (Costs 2 Actions). The dragon makes an antler attack.
Aura of Doubt (Costs 3 Actions). The dragon casts Silvery Barbs.
Description
Native to Gehenna charlatan dragons are deceptive in every way. Just like other dragons they enjoy collecting wealth but unlike them they do so through deals, lies, and betrayal if called for. On their home plane they stick out like a sore thumb: they have a body like that of a white bird with gold edged wings, a tufted tail ending in gold and silver feathers, regal horns and manes highlighted by exquisite jewelry, and an almost holy feel to them. This along with most of their magic is a ruse to get into planar traveler's good graces, they may even fight gangs of yugoloths or other fiends to prove their loyalty but in the end all they want is everything the traveler has on them and to see their face when they fall into the void ever-present on Gehenna. When summoned or allowed to escape into the material plane they ply their trade even more fervently and find it so very easy to get a word into the ears of those in power. Unlike metallic dragons' charlatans don't need to shapeshift to get into someone's good graces, most see them and assume they're celestials or at least envoys of Bahamut himself.
Lair and Lair Actions
Charlatan dragons in Gehenna live deep in heavily trapped caves infested with fanatical kobolds to protect them from the legions of yugoloths and orc petitioners that ceaselessly hunt them. On the prime material plane, they almost always live near or in a city disguised as an angel or lesser god, but a charlatan unmasked may live on cold peaks to simulate the frigid lower layers of Gehenna.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: the dragon can’t use the same effect two rounds in a row:
- An object visible to the dragon begins faintly whispering curses in infernal. Any creature other than a fiend, tiefling, or dragon that hears the whispers must succeed on a DC 15 Wisdom saving throw or become frightened of the object for 1 minute.
- A beam of golden light shines down from above onto a creature visible to the dragon. The creature gains inspiration on their next skill check or attack roll but disadvantage on resisting the dragons Regal Aura and Beguiling Prescence.
Regional Effects
The region containing a charlatan dragon is a vibrant place of joy with faint hints of lurking darkness.
- Days are significantly brighter. Any creature which takes damage from direct sunlight takes double damage from it within 6 miles of the lair.
- Nights are magically darkened within 6 miles of the dragon's lair. Darkvision does not pierce this darkness.
If the charlatan dragon dies, these effects fade over the course of 1d20 days.
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