Legendary Resistance (1/Day). If the dragonborn fails a saving throw, it can choose to succeed instead.
Frightful Presence. When a creature sees the dragonborn for the first time, it must succeed on a DC 16 Wisdom saving throw or become frightened of the dragonborn 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 dragon's Frightful Presence for the next 24 hours.
Innate Spellcasting. The dragonborn's innate spellcasting ability is Intelligence (spell save DC 14). It can innately cast the following spells, requiring no material components:
At will: detect magic,dispel magic, mage armor
Spellcasting. The dragonborn is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following wizard spells:
Cantrips (at will): [Tooltip Not Found], booming blade, minor illusion, thunderclap
1st–5th level (2 5th-level slots): hideous laughter, blight, counterspell, thunderwave, ray of sickness, blight, dimension door, vampiric touch, dispel magic, storm sphere, summon elemental, invisibility, chain lightning, eyebite, maddening darkness, true polymorph,
Multiattack. The dragonborn makes one spell attack, one cantrip and one claw or bite attack. When charged it may choose to forego its spell attack and instead use Lightning Breath.
Bite Attack. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: (3d6 + 6) Piercing damage.
On a hit, the creature must make a DC 14 Constitution saving throw. On a failure, creature takes 2d6 + 6 Necrotic damage.
Claw Attack. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: (2d12 + 3) Slashing damage.
On a hit, the creature must make a DC 14 Constitution saving throw. On a failure, creature takes 2d6 + 6 Necrotic damage.
Lightning Breath (Recharge 6). The dragonborn exhales lightning in a line 5 feet wide with a range of 120 ft. Each creature in that area must make a DC 15 Dexterity saving throw, taking 44 (8d10) radiant damage on a failed save, or half as much damage on a successful one.
Past Life. The dragonborn uses the connections and emotional attachments from its past life to manipulate a creature. Up to two creatures that the dragonborn can sense must succeed on a DC 16 Charisma saving throw or be charmed and unable to attack the dragonborn for 1 minute or until they take damage from the dragonborn.
Counterspell. The dragonborn attempts to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
Telekinesis. (3/day) The dragonborn takes mental control of a large number of small objects throughout the battlefield, creating a 10 foot sphere as a focus for projectiles dislodging from walls, floors and even other creatures and careening toward into the area. The sphere can be moved up to 10 feet at the beginning of each creature's turn for one round of combat. Any creature that ends its turn in the sphere must make a DC 14 Dexterity saving throw, taking 4d8 + 8 Slashing damage on a failed save or half that amount on a success.
Electric Terrain. (3/day)The dragonborn summons elemental energy from the earth itself, springing lightning forth from the earth in a 15 foot cube. The cube can be moved up to 10 feet at the beginning of each creatures turn for one round of combat. Any creature that ends its turn in the sphere must make a DC 14 Dexterity Saving Throw, taking 4d8 + 8 Lightning damage on a failed save or half that amount on a success.
Vortex of Death. (3/day) The dragonborn summons three 5 ft vortexes of necrotic energy that can be placed anywhere within 60 feet of the dragonborn. These spheres move 15 ft randomly across the battlefield based on dice rolls (1 = north, 2 = east, 3 = south, 4 = west, 5 or 6 no movement) at the beginning of each creature's turn. Any creature contacted by these vortexes must make a DC 14 Constitution saving throw, taking 2d8 + 4 Necrotic damage on a failed save and half that amount on a success.
Description
The Undead Dragonborn Wizard was a powerful wizard in life, and has kept those abilities upon their resurrection by a powerful necromancer. In addition, they have increased physical abilities as a result of their undead vigor such as unnatural speed and strength, allowing them to fight with both spellcasting and melee. With melee attacks, they will deal the standard piercing or slashing damage, but add necrotic damage if the creature makes a failed save.
Lair and Lair Actions
Animate Limbs. The dragonborn's eyes glow green, and a green mist spreads through a 120 ft radius around it. A swarm of dismembered limbs spring to life and begin attempting to scratch and claw at all hostile creatures in the area. All creatures within 5 feet of the ground must make a DC 14 Dexterity saving throw or take 2d6 Slashing damage. Any creatures hit must make a DC 14 Constitution saving throw or take an additional 2d6 Necrotic damage.
Summon Horde. The dragonborn summons the horde of 15 zombies. The zombies remain in the lair until they are killed or turned.







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