Medium Monstrosity (Sorcerer, Wizard), Any Alignment
Armor Class 20 (natural armor, studded leather)
Hit Points 135 (18d8 + 54)
Speed 35 ft.
STR
13 (+1)
DEX
16 (+3)
CON
17 (+3)
INT
20 (+5)
WIS
14 (+2)
CHA
21 (+5)
Saving Throws INT +11, WIS +8, CHA +11
Skills Perception +3
Damage Resistances Force
Condition Immunities Charmed
Senses Darkvision 60 ft., Truesight 40 ft., Passive Perception 14
Languages Common, Draconic Old Draconic and three other languages of your choice
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

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

Actions

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.

Legendary Actions

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.

Monster Tags: NPC

Habitat: CoastalDesertGrasslandHillMountainUrban

Dragonekillax2

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