| Mod | Save | ||
|---|---|---|---|
| STR | 13 | +1 | +1 |
| DEX | 16 | +3 | +3 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +7 |
| WIS | 13 | +1 | +5 |
| CHA | 19 | +4 | +8 |
Death Throes. When the aurak dies, or its frenzied immolation ends, it
explodes in a burst of magical energy. Each creature within 10 feet of it
must make a DC 17 Dexterity saving throw. On a failed save, the creature
takes 13 (3d8) force damage and is stunned until the end of its next turn.
On a successful save, the creature takes half as much damage and isn’t
stunned.
Frenzied Immolation. When the aurak drops to 20 hit points or fewer, it
immolates in green flames for 3 rounds. While immolated, the aurak has
advantage on attack rolls and resistance to bludgeoning, piercing, and
slashing damage. In addition, a creature that touches the aurak or hits it
with a melee attack within 5 feet of it takes (3d6) fire damage, and the
aurak’s melee attacks inflict an additional (2d6) fire damage. An
immolated aurak sheds bright light in a 10-foot radius and dim light for
an additional 10 feet.
Magic Resistance. The aurak has advantage on saving throws against
spells and other magical effects.
Multiattack. The aurak makes three Rend or Energy Ray attacks.
Rend. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d12
+ 3) slashing damage, plus 7 (2d6) fire damage if the aurak is immolated.
Energy Ray. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit:
15 (2d10 + 4) psychic damage.
Noxious Breath (Recharge 5-6). The aurak exhales noxious gas in a 15-
foot cone. Each creature in that area must make a DC 16 Constitution
saving throw. On a failed save, the creature takes (6d6) poison
damage and is blinded for 1 minute. A blinded creature can repeat the
saving throw at the end of each of its turns, ending the effect on itself on
a success. On a successful save, the creature takes half damage, isn’t
blinded, and is immune to all draconians’ Noxious Breath for 24 hours.
Spellcasting. The aurak casts one of the following spells, requiring no
material components and using Charisma as the spellcasting ability
(spell save DC 15):
At will: comprehend languages, disguise self, friends, invisibility, Fire bolt lvl 5 (2d10)
3/day each: detect thoughts, misty step, sending, suggestion, Magic Missile lvl 5 (5d4+5)
2/day each: dimension door, dominate person, nondetection Fire ball lvl 5 (10d6)
Change Shape (2/Day). The aurak transforms into a Medium or smaller
Beast with a challenge rating of 3 or less. In its new form, the aurak
retains its alignment, current hit points, maximum hit points, this bonus
action, its languages, and its Intelligence, Wisdom, and Charisma scores.
Any equipment it is wearing or carrying melds into the new form. The
transformation lasts until the aurak dies, falls unconscious, or uses a
bonus action to end it.
Description
Aurak agents rely on their powers to enter enemy territory and return with information, plans, or the occasional prisoner.
These gold draconians report directly to Emperor Ariakas, who also assigns the agents to keep tabs on his own officers.
Aurak agents constantly scheme against one another in hopes of gaining the Dragon Queen’s favor.
The agents are aware that their own bodies betray them after sufficient injury, and they prefer to avoid combat whenever possible.
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