Legendary Resistance (3/Day). If the commander fails a saving throw, he can choose to succeed instead.
Magic Resistance. The commander has advantage on saving throws against spells and other magical effects.
Overpowering Charge (1/Turn). If the commander or his mount moves at least 20 feet straight toward a creature and then the commander hits it with a melee attack on the same turn, the target must succeed on a DC 19 Strength saving throw or be knocked prone.
Multiattack. The commander makes three melee attacks or two ranged attacks.
Shadowsteel Spear. Melee Weapon Attack: +11 to hit, reach 10 ft., 1 target. Hit: 15 (2d8 + 6) cold damage. If the target is a creature, its speed is reduced by 10 feet until the end of its next turn.
Drakefang Dart. RangedWeapon Attack: +11 to hit, range 5/60 ft., 1 target. Hit: 13 (2d6 + 6) necrotic damage. If the target is a creature, it can’t regain hit points until the start of the commander’s next turn.
Shadow Slip. If he is not in direct sunlight, the commander magically teleports, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied space he can see.
Summon Drake. (1/Day). The commander magically summons a wyvern or an elder shadow drake (Tome of Beasts). The drake appears in an unoccupied space within 30 feet of the commander, acts as an ally of the commander, and willingly serves as his mount. It acts during the commander’s turn and obeys his verbal commands. It remains for 1 hour, until the commander dies, or until the commander dismisses it as an action.
Parry. The commander adds 5 to his AC against one attack that would hit him. To do so, the commander must see the attacker and be wielding a melee weapon.
Commander of Horn and Gold can take 3 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. Commander of Horn and Gold regains spent legendary actions at the start of their turn.
Strike.The commander makes one melee or ranged attack.
Shadow Dash (Costs 2 Actions).The commander uses Shadow Slip and can make one melee attack after he teleports, if a target is within range. If he does so, he has advantage on the attack roll.
One with Shadow (Costs 3 Actions).The commander becomes shadowy and insubstantial until the start of his next turn. For the duration, attack rolls against him have disadvantage, and he has advantage on Dexterity saving throws.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
(As listed in Kobold Press: Tome of Beasts II)
Kaedrin Blackwing cuts a striking image in his gold and black armor, adorned with the horns, teeth, and claws of elder shadow drakes. He is a tall, purple-skinned fey with a pair of curling ram’s horns, and he moves with military precision. His voice is hollow, and his expression borders on cruel at the calmest of moments.
He is the Commander of Horn and Gold, and he oversees a watchtower that perches on a black mountain crag in the Plane of Shadow, where thick gray ashes drift from the leaden sky like grimy snow. The Tower of Horn and Gold is inhabited by a cadre of shadow fey knights and a contingent of goblin retainers and miners.
Master of Drakes. A network of lightless tunnels and caverns inhabited by a host of drakes fills the black mountain beneath the tower. The commander and his knights have forged an alliance with the drakes, exchanging access to the tunnels—and the drakes’ service as fearsome mounts—for protection, food, and treasure.
Guardian of Wealth and Power. Besides the power the shadow drakes themselves represent, the tunnels beneath the tower brim with riches. Veins of shadow gold run through the rock, and the goblins and shadow fey diligently mine the precious substance.
Lair and Lair Actions
The commander’s lair is the Tower of Horn and Gold in the Plane of Shadow, as well as the dark mountain ridge on which the tower sits and the shadow drake tunnels in the rock beneath the tower.
When encountered in his lair, the commander has a challenge rating of 16 (15,000 XP)
Lair Actions
On initiative count 20 (losing initiative ties), the Commander of Horn and Gold takes a lair action to cause one of the following effects; the Commander of Horn and Gold can’t use the same effect two rounds in a row:
- The commander draws upon the wellspring of shadowy power in his lair, bolstering his prowess. Until initiative count 20 on the following round, the commander’s speed increases to 80 feet, he regains 5 hp whenever he hits a creature with an attack during his turn, and while in dim light or darkness he can take the Hide action as a bonus action.
- Magical darkness gathers in a 15-foot radius sphere centered on a point the commander can see within 60 feet of him. The darkness spreads around corners. It lasts until the commander dismisses it as an action, he uses this lair action again, or until he dies. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
- The bloodcurdling cries of drakes on the hunt echo throughout the lair, coalescing around the commander. Each enemy of the commander within 100 feet of him and that can hear the cries must succeed on a DC 15 Wisdom saving throw or be frightened until initiative count 20 on the following round.
Regional Effects
The region containing a legendary Commander of Horn and Gold’s lair is warped by his magic, which creates one or more of the following effects:
- Elder shadow drakes are attracted to hunt and nest in the area within 10 miles of the lair.
- Gold and silver that remain within 5 miles of the lair for at least 1 day become tarnished with inky patches of darkness.
- Lighting conditions become dim and gloomy. The bright and dim light radius of non magical light are halved while within 3 miles of the lair.
- If the Commander of Horn and Gold dies, these effects fade over the course of 1d10 days.
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