Magical Attacks The cultist's attacks count as magical for the purpose of overcoming resistance
Otherworldly Pact Spells are cast at the highest available spell slot
Supernatural Devotion The cultist has advantage on saving throws against being charmed or frightened
Frightful Presence When the Dragon Wing enters the Queen's Avatar form, creatures within 30ft that can see or hear them must succeed a DC 15 Wisdom saving throw or become frightened for one minute.
Creatures can repeat their saving throw at the end of each of its turns to end the frightened effect.
Undying Champion (1/long rest) When the Dragon Wing is reduced to 0 hit points, they instead drop to one hit point and enter Queen's Avatar
Draconic Magic When the cultist deals damage with its spells, treat immunity as resistance.
Dragon's Blessing Whenever the cultist deals force damage, it can deal one of the following types instead: acid, cold, fire, lightning, or poison (roll 1d6)
Spellcasting. The cultist is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The cultist has the following spells prepared:
Cantrips (at will): Eldritch Blast, Thaumaturgy, Guidance
3rd level (4 slots): Hex, Spiritual Guardians, Find Familiar, Guardian of Faith, Absorb Elements, Burning Hands, Frost Fingers, Binding Frost, Dragon's Breath, Fly, Protection from energy, Fear
Eldritch Blast Ranged Weapon Attack: +7 to hit, reach 120 ft., one target. Hit: 8 (1d10+4) force damage.
Devotions Favor(1/short or long rest) the cultist can recover all expended spell slots
Queen's Avatar (1/day) The Dragon Wing can take the form of Tiamat, growing wings and gains a flying speed equal to their walking speed. While in this state, the cultist gains 33 temporary hit points.
While these temporary hit points are active, the Dragon Wing's AC increases by 3 and gains resistance to nonmagical bludgeoning, piercing, and slashing damage, as well as the last damage type they dealt.
This state lasts for 1 hour or until the temporary hit points are lost.
Patrons Bestowal:Dragons Roar(Recharge 5–6). Creatures within a 20ft cone must succeed on a Dexterity Saving Throw (DC 13). On a failed save, the target takes 2d8 (2d8) force, acid, cold, fire, lightning, or poison (roll 1d6) and is frightened. On a successful save, creatures take half damage and are not frightened. At the end of each turn, the target can repeat the saving throw to end the frightened effect.
Queen's Agility (Avatar Form only) Dragon Wing can use its bonus action to disengage or dash.
Dragon's Menace When the cultist takes damage from an attacker within 60ft of it, the attacker must make a Dexterity Saving throw (DC 13). On a failed save, it takes 2d8 (2d8) force, acid, cold, fire, lightning, or poison (roll 1d6) and is frightened.
Queen's Fury (Avatar Form only) When the Dragon Wing takes damage, it can use its reaction to make an eldritch blast attack against the attacker (without disadvantage if in melee range).
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
Third-tier members of the cult of the dragon
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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