Large Dragon, Neutral
Armor Class 19 Natural Armour
Hit Points 195 (17d10 + 102)
Speed 80 ft., Fly 40 ft.
STR
15 (+2)
DEX
25 (+7)
CON
23 (+6)
INT
10 (+0)
WIS
19 (+4)
CHA
16 (+3)
Saving Throws DEX +13, WIS +10
Skills Acrobatics +8, Insight +6, Perception +14
Damage Immunities Lightning
Senses Blindsight 30 ft, Darkvision 120 ft, Passive Perception 24
Languages --
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Legendary Reisstance (3/Day).  If the Aoishi fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The Aoishi can use it's Paralyzing Pressence. It then makes three attacks: one with it's horn and two stomps.

Horn. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Stomp. Melee Weapon Attack +16 to hit, reach 5 ft, one target. Hit 16 (2d6+9) Bludgeoning damage.

Paralyzing Presence.  Each creature of the Aoishi's choice that is within 120 feet of the Aoishi is aware of it must succeed on a DC 17 Wisdom saving throw or become have their speed halved for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Aoishi's Paralyzing Presence for the next 24 hours.

Electrokienesis (Recharge 5-6). The Aoishi uses one of the following electrokinesis attacks.

Earth Divider. The Aoishi can summon bolts of lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
Bolt Mortar The Aoishi chooses a spot within a 60- feet that it can see. Each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw, taking 55 (8d10) lightning damage on a failed save, or half as much damage on a successful one
Legendary Actions

The Aoishi 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. The Aoishi regains spent legendary actions at the start of its turn.

Detect. The Aoishi makes a Wisdom (Perception) check.

Electrical Barrier (2 Actions). The Aoishi exerts massive electrical energy increasing it's AC by 2, and deals 1d8 Lightning damage to creatures doing a melee attack against it, until the start of it's turn.

Static Jolt. The Aoishi can briefly surrounded by static electricity, you teleport up to 30 feet to an unoccupied space that you can see.

Description

A horse-like dragon without wings making it one of the few wingless dragons. With a statically charged cloud shaped mane running down it's back, a thin jagged tail ending with a tuff of fur resembling a spark. 


Locals in the area Aoishi was discovered claimed it fell from the sky on a bolt of lightning, and had a cry the sounded like crashing thunder. Along with its impressive speed, it all paints a picture of a powerful storm in creature form. Later on one was observed (by myself included) flying through the air as if it walked along lightning. But all this majesty isn't the strangest part, as Aoishi have electrokinesis, like the Luninix, they don't produce a substance the can electrify or a have evolved to generate more static electricity. The Aoishi create the lighting bolts themselves.


Despite this rather impressive build and power the Aoishi are very docile and herbivorous, only attacking other creatures when threated or provoked. However they do not bother with other creatures territory markings and form no lasting territory themselves, this leads to them walking through settlements and other monster habitats bring the storm with them. This is why there are so many quests to repel the dragon.

 

Nehpets15

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