Death Throes. When the draconian is reduced to 0 hit points, its magical essence lashes out as a ball of lightning at the closest creature within 30 feet of it before arcing out to up to two other creatures within 15 feet of the first. Each creature must make a DC 15 Dexterity saving throw, taking 11 (2d10) lightning damage and be stunned until the end of its next turn on a failure, or half as much damage and no other effects on a success.
Aura of Command. The draconian radiates a commanding presence in a 20-foot radius sphere centered on itself. A draconian in the aura that can see and hear the aurak can't be charmed and has advantage on saving throws against being frightened.
Innate Spellcasting. The draconian can cast the following spells requiring no material components and using Charisma as its spellcasting ability (spell save DC 13):
At Will: mage hand, firebolt, invisibility
1/day each: dimension door, disguise self, sending, detect magic, dispel magic
1/day: dominate person, fireball
Spellcasting. The archmage can also cast the spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast Aganazzar's scorcher and bless at will and has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor, magic missile
2nd level (3 slots): crown of madness, mirror image, misty step
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): banishment, fire shield, stoneskin
5th level (3 slots): cone of cold, scrying, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): antimagic field
9th level (1 slot): time stop
Multiattack. The draconian makes three attacks.
Rend. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) slashing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
Energy Ray. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 10 (2d6 + 3) force damage.
Noxious Breath (Recharge 5-6). The draconian exhales a 20-foot cone of heated noxious gas. Each creature in that area must make a DC 16 Constitution saving throw, taking 17 (5d6) poison damage + 4 (1d8) fire damage and gain 1 level of exhaustion on a failure, or half as much damage, no other effects, and be immune to the Noxious Breath of all other draconians for 18 hours.
The dragon can take 2 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 creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The draconian makes a Wisdom (Perception) check.
Force Attack. The draconian makes a Rend or Energy Ray attack.
Description
After the War of the Lance, many draconians were freed from the Dragon Queen's will, allowing them to form their own communities and live how they please. Their lost connection to the Dragon Queen caused their Death Throes to dramatically weaken, allowing them to live easy and fight in large groups without possibly hurting one another. However, their love and reverence toward dragons barely wavered in the slightest, and they still worship draconic gods.
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