Huge Dragon, Any Alignment
Armor Class 19 (natural armor)
Hit Points 310 (20d12 + 160)
Speed 40 ft., Fly 80 ft.
STR
23 (+6)
DEX
14 (+2)
CON
26 (+8)
INT
18 (+4)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws DEX +7, CON +13, WIS +8, CHA +10
Skills Perception +8, Stealth +4
Damage Resistances Force, Lightning
Damage Immunities Psychic
Condition Immunities Charmed, Frightened, Paralyzed
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 18
Languages Common, Draconic
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/Day): If the Arcane Drake fails a saving throw, it can choose to succeed instead.

Innate Spellcasting: The Arcane Drake's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

  • At will: Detect Magic, Mage Armor, Misty Step
  • 3/day each: Counterspell, Dimension Door, Dispel Magic
  • 1/day each: Chain Lightning, Telekinesis, Teleport

Wild Magic Aura: When the Arcane Drake casts a spell or uses a legendary action, a wild magic surge occurs, and a random effect from the Wild Magic Surge table (PHB p. 104) happens.

Actions

Multiattack: The Arcane Drake can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 7 (2d6) force damage.

Claw: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail: Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

Frightful Presence: Each creature of the Arcane Drake's choice that is within 120 feet of the drake and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the drake is within line of sight, ending the effect on itself on a success.

Bonus Actions

Misty Step: The Arcane Drake can cast Misty Step to teleport up to 30 feet to an unoccupied space it can see.

Arcane Empowerment: The Arcane Drake can use a bonus action to empower its next attack or spell. If it hits with an attack or a spell before the end of its turn, it deals an additional 2d8 force damage.

Reactions

Arcane Shield: When the Arcane Drake is hit by an attack, it can use its reaction to create a shimmering barrier of magical energy, granting it a +5 bonus to AC against that attack, potentially causing it to miss.

Counterspell: The Arcane Drake can cast Counterspell as a reaction when it sees a creature within 60 feet of it casting a spell. It can do this 3 times per day.

Legendary Actions

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

  • Detect Magic: The Arcane Drake casts Detect Magic.
  • Arcane Burst (Costs 2 Actions): The Arcane Drake releases a burst of magical energy in a 30-foot radius around it. Each creature in that area must make a DC 18 Dexterity saving throw, taking 27 (5d10) force damage on a failed save, or half as much damage on a successful one.
  • Teleport (Costs 3 Actions): The Arcane Drake magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Description

The Arcane Drake is a majestic and powerful creature, larger than the average dragonling. Its scales shimmer with iridescence, reflecting the colors of magic itself—deep blues, purples, and greens. With a sleek, streamlined body, it moves gracefully through the air or on the ground. The Arcane Drake's eyes glow with arcane energy, hinting at its deep connection to magic.

In terms of temperament, Arcane Drakes are intelligent and curious, often drawn to areas of high magical concentration. They possess a natural affinity for manipulating magical energies, allowing them to sense disturbances in arcane fields or harness magic for defensive or offensive purposes. As they grow and bond with their companions, Arcane Drakes can develop unique abilities, sometimes causing unexpected magical effects around them.

They are fiercely loyal to those they consider allies, forming deep bonds that transcend mere master-pet relationships. Despite their powerful aura and abilities, Arcane Drakes are also vulnerable to disruptions in magical environments, which can affect their mood and behavior.

Lair and Lair Actions

On initiative count 20 (losing initiative ties), the Arcane Drake takes a lair action to cause one of the following magical effects:

  • The area within 60 feet of the drake becomes difficult terrain until initiative count 20 on the next round.
  • The drake casts Dispel Magic at 6th level on any spell of 5th level or lower in the area.
  • The drake causes an illusion to make the area appear different to creatures within 120 feet of it. This illusion can alter the appearance of structures, creatures, or natural terrain as the drake wishes.

Regional Effects

The region containing the Arcane Drake's lair is warped by the drake's magic, which creates one or more of the following effects:

  • Spells cast by creatures within 1 mile of the lair that use force or lightning damage are enhanced, dealing an extra 1d6 damage of that type.
  • Non-magical plants within 1 mile of the lair grow twisted and colorful, often appearing to glow faintly.
  • Creatures within 1 mile of the lair often experience strange and vivid dreams involving magical phenomena.

These effects fade 1d10 days after the drake's death or departure from the region.

Habitat: HillMountain

Vagaan

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