Medium Monstrosity (Sorcerer, Wizard), Any Alignment
Armor Class 20 (natural armor, studded leather)
Hit Points 161 (19d8 + 76)
Speed 35 ft.
STR
13 (+1)
DEX
16 (+3)
CON
19 (+4)
INT
23 (+6)
WIS
17 (+3)
CHA
25 (+7)
Saving Throws INT +13, WIS +10, CHA +14
Skills Animal Handling +3, Arcana +10, Perception +7
Damage Resistances Force
Condition Immunities Charmed
Senses Darkvision 60 ft., Truesight 40 ft., Passive Perception 14
Languages Common, Draconic Old Draconic, Saurian and six other languages of your choice
Challenge 24 (62,000 XP)
Proficiency Bonus +7
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.

Legendary Resistance (2/Day). If the draconian fails a saving throw, it can choose to succeed instead.

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, thunderwave, create bonfire, control flames, dragon's breath

2/day each: dimension door, disguise self, sending, detect magic, dispel magic, dominate person, fireball

1/week: illusory dragon

Spellcasting. The draconian can also cast the spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The draconian 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

Spellcasting. The draconian can also cast the following spells while needing all components. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The draconian has the following wizard spells prepared:

Cantrips (at will): create bonfire, true strike, control flames, blade ward

1st level (4 slots): burning hands, chromatic orb, feather fall

2nd level (3 slots): scorching ray, suggestion

3rd level (2 slots): counterspell, lightning bolt

4th level (1 slot): wall of fire

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.

Change Shape. The draconian magically polymorphs into a Beast, Monstrosity, or Dragon that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the draconian's choice).

In a new form, the draconian retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

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.

Cast a Spell (Costs 1-2 Actions). The draconian casts a 1st, 2nd or 3rd level spell.

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.

Some incredibly experienced and powerful aurak draconian sorcerers end up making contact with Io, the Ninefold Dragon, itself, giving them acess to incredible abilities.

Monster Tags: NPC

Habitat: CoastalDesertGrasslandHillMountainUrban

Dragonekillax2

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