Large Dragon
Armor Class 19 Scales
Hit Points 98 (10d10)
Speed
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
12 (+1)
WIS
14 (+2)
CHA
10 (+0)
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Senses Passive Perception 15
Languages --
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Aetherite Avatar: You have been overwhelmed by your god's power and thirst for battle.  You have modified ability scores, altered friends and foes, and empowered traits.   Each trait will interact and affect abilities, spells, and features on your character sheet.

Dragon's Honorable Combat:  Any creature that does not make an attack action or use an offensive spell within a 30ft radius of you gains disadvantage on all skills, features, and saving throws until they make an attack action.

Draconic Rage: Bahamut dragonic nature clashes with his godhood.  At the beginning of every turn, make a wisdom Saving throw DC 10 +1 per Aetheryte attunement level. The DC increases by 2 every 6 seconds you remain in Avatar form.  On a failed save, lose control of your character this turn and reduce the save DC by 1.   (The DM will make your turn for you.)

Actions

Fury of the Dragon: All d6's you roll for unarmed melee attacks are rolled with a d10 instead.

Spirit of the Astral Dragon:  As a bonus action, you can spend 1 ki point to summon the Spirit of the Astral Dragon. Place a spiritual dragon that is a copy of yourself.  It can occupy the same space as other creatures.  The dragon copies your AC and dispels when hit by 5 separate attacks. Any creature within 5ft of your spirt must succeed on a DEX saving throw (DC:16) or take 2d6 force damage.  The spirit will copy all of your action and bonus action attacks on the nearest enemy creature, and can be moved an amount equal to your walk speed every turn.

Wrath of the Elements:  As an action, Bahamut spews forth elemental energy in a 30ft cone.  All  creatures within must make a DC16 Dex Save, taking 12d6 damage (2d6 fire, 2d6 cold, 2d6 acid, 2d6 poison, 2d6 force) on a failed save or half as much on a successful one.

 

Bonus Actions

Dragon's Roar. You use your bonus action to give all creatures within a 10ft Radius disadvantage on all Wisdom Saving Throws.  Each creature also makes a wisdom save.  On a fail, they are feared.  They cannot use the move action to move towards you and take attacks against you at disadvantage.

Reactions

Draconic Mirage: When you take damage, you can immediately move to a square within 15ft without provoking opportunity attacks.  The next attack upon you is rolled at disadvantage.

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