Medium Dragon (Dragonborn), Chaotic Evil
Armor Class 21 Natural + Plate Armor
Hit Points 175 (15d10 + 45)
Speed 35 ft., climb 35 ft., fly 60 ft.
STR
19 (+4)
DEX
10 (+0)
CON
17 (+3)
INT
12 (+1)
WIS
11 (+0)
CHA
16 (+3)
Saving Throws DEX +3, CON +6, WIS +3, CHA +6
Skills Perception +6, Stealth +3
Damage Immunities Fire
Condition Immunities Frightened
Senses Blindsight 10ft, Darkvision 60ft, Passive Perception 16
Languages Common, Draconic
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

In truth, Ythrox is a very young red dragon (not an actual Dragonborn) who has only just now begun carving out his territory for the first time. Incredibly irascible and hot-tempered, Ythrox sees the world around him much like a predator would, identifying each individual either as prey, another predator to beat into submission, or an enemy coming to challenge his superiority and right over his territory.

Shapechanger. Ythrox can use his action to polymorph into a red dragonborn, or back into his true form. His statistics are the same in each form. Any equipment he is wearing or carrying is transformed with him. He reverts to his true form if he dies.

Improved Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Actions

Multiattack. Ythrox makes two attacks: one with his bite and one with his claws.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage plus 3 (1d6) fire damage. If the attack roll exceeds the target's armor class by 5 or more, Ythrox can choose to grapple the target with his jaws. While grappling a target, he deals an extra weapon damage die whenever he hits it with an attack.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 4) slashing damage.

Fire Breath (Recharge 5–6). The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

Greater Health Potions (2).  Ythrox has 2 greater potions of healing per encounter. He must use an action to use a potion to gain (4d4 + 4)

 

Bonus Actions

Roar of Challenge (1/day). Ythrox can use his bonus action to unleash a challenging roar of anger and dominance against a creature he can see within 120 feet of him, if that creature is related to his Ego bond or Challenger flaw in some way. When he does so, his speed is doubled for this turn.
The target must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute, or until it succeeds on a repeated saving throw at the end of each of its turns.
Whether the target succeeds or fails, Ythrox can maintain the challenge, entering into a frenzy for a fight for dominance. The challenge lasts for the next minute or until his concentration is broken (as if concentrating on a spell), and while it is active, Ythrox has the following benefits against the target:
Ythrox can take the dash action as a bonus action if he moves straight towards his challenger, and his attacks deal an extra 1d6 fire damage to them.
If he attacks his challenger, he can choose to make all of his attacks against them this turn with advantage. If he does so, attacks against Ythrox from creatures other than his challenger are made with advantage until the start of his next turn.

Action Surge. You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Second Wind. You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to (1d10+10) your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

 

Reactions

Parry. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die (1d12) to reduce the damage by the number you roll on a d12.

 

Description

Ego. Any challenges to Ythrox’s superiority or ego will be met with a swift response. It is impossible for Ythrox to ignore a target taunting him or challenging him to any sort of competition. When this happens, Ythrox will stay true to the word of the competition, even waiting days or weeks for the time to come to clash with his opponent’s strength. If he loses, Ythrox will not let it go. He will excuse his defeat as trickery by his enemy, and will resort to using trickery as well, planning ambushes or other methods of paying back his enemy. Furthermore, any ally of that enemy, especially ones who witnessed his defeat will forever be ingrained as his enemies as well. But who knows when the time will come.

Hierarchy. Ythrox acknowledges strength in his underlings by rewarding them with treasure or favors when they serve him well and powerfully. Ythrox usually prioritizes having a second in command after him, and doesn’t make any other hierarchical distinctions in order to motivate everyone to reach that singular position of his favor.

Hot-Tempered. Ythrox has trouble keeping his temper in check, not that he tries to. For him, expressing his emotions and molding the world with them is the primary source of satisfaction he gains.


Challenger. When Ythrox meets an individual that he perceives as another predator coming to butt horns with him, or establish dominance, he is unable to resist the need to lash out and prove himself superior. He is not only satisfied with killing or making an enemy flee, but he will do anything necessary to undoubtedly declare himself the winner of their clash. Once an enemy introduces themselves as the leader of a superior criminal guild, then he will try to destroy them and rule it in their stead, even if it takes months or years to accomplish.

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On a DC 15 Insight check, a PC is able to vaguely realize one of Ythrox’s Flaws, Bonds, Personality traits or ideals. If they roll 5 or higher above the DC, they gain additional insight into Ythrox’s character. Choose what aspect of his personality to reveal based on what the player asks, what their character has observed, or what the PC would likely notice. You should limit the information you give to the purely psychological, and avoid any draconic hints on insight checks unless the PC has extensive knowledge or experience with dragons.

On a DC 15 Arcana check, a PC is able to notice that some draconic aspects of this red dragonborn are more intense than usual. This might be ascribed to a sorcerous lineage, planar influence, contact or worship with a dragon, or any sort of miscellaneous explanations. You shouldn’t provide any of them directly or assuredly, but instead let the player speculate, focusing on just the fact that he has a more intense draconic aura around him.

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A player shouldn’t receive information about Ythrox’s actual draconic nature just with a skill check. This information should be left for the players to actually figure out on their own, and not spoonfed on a successful check. Exceptions might take place with natural 20s, very high rolls (25+), and PCs themed around dragons, in which cases a roll might offer a little more potent hints.

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On any Intimidation check against Ythrox, a PC activates his Challenger flaw. This also happens if a player indirectly Intimidates Ythrox, or tries to subvert his dominance through other ways such as mockery or sarcasm. This does not necessarily mean that Ythrox attacks right then and there, however, though he might answer in kind.

Previous Versions

Name Date Modified Views Adds Version Actions
1/5/2023 5:37:00 PM
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Coming Soon
Jauzsey

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