Aura of the Mind Tyrant. The Amerythium Dragon’s wealth-obsessed mind is powerful enough to manipulate mortals. The first time any creature gets within 30 feet (per day) of it that can see it must make a DC 16 Wisdom saving throw or suffer the following effects:
- If the creature has 500 gp or more on them, they become Frightened for 1 minute as they feel their treasure is about to be stolen.
- If the creature has less than 500 gp, they instead suffer Disadvantage on Charisma checks as the dragon dismisses them as worthless.
A creature can repeat the save at the end of each of its turns to end the effect.
Multiattack. The dragon makes three attacks: one with it's bite, two with its claws.
Bite. Melee Weapon Attack: +8, reach 10 ft. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) psychic damage.
Claw. Melee Weapon Attack: +8, reach 5 ft. Hit: 14 (2d6 + 4) slashing damage.
Mindflame Roar (Recharge 5–6). Breath Weapon Attack. The dragon exhales a wave of invisible psychic energy in a 30-foot cone. Each creature in that area must make a DC 16 Intelligence saving throw, taking 27 (6d8) psychic damage on a failed save, or half as much damage on a successful one. If a creature fails the save by 5 or more, it is also stunned until the end of its next turn.
Hoardstealer’s Blink (Recharge 3–6). The dragon teleports up to 40 feet to an unoccupied space it can see. If there is an unattended object worth at least 100 gp within 10 feet of its destination, the dragon can instantly snatch it as part of the teleportation. The object appears in its claws or among its belongings.
Opportunity Attack. The dragon can make an opportunity attack with a claw attack.
Legendary Actions
The Young Amerythium Dragon can take 2 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 dragon regains spent legendary actions at the start of its turn.
Psionic Jab. The dragon targets one creature it can see within 60 feet. The target must succeed on a DC 16 Intelligence saving throw or take 9 (2d8) psychic damage and has disadvantage on its next saving throw before the end of its next turn.
Mind Flicker (Costs 2 Actions). The dragon teleports up to 30 feet to an unoccupied space it can see and creates a brief, flickering psychic image of itself. Until the start of its next turn, attack rolls against the dragon are made with disadvantage as enemies struggle to distinguish illusion from reality.
Description
Young Amerythium Dragons
Driven by a fierce love of wealth and a hunger for influence, young Amerythium dragons view the world as a vast ledger—full of debts, opportunities, and hidden treasure waiting to be claimed. Where others see people, these dragons see investments or pawns, and they take delight in toppling rulers, manipulating economies, and carving power from the ruins of others’ fortunes.
Amerythium Dragons
Amerythium dragons are calculating, clever, and chaotic by nature. Though metallic in origin, they lack the benevolence of their kin, favoring cunning over kindness and domination over diplomacy. These dragons have a potent psychic presence that unnerves even the most resolute minds, and their telepathic talents make them terrifying negotiators—or extortionists.
They hoard not just gold and magic, but influence and secrets. An Amerythium dragon might bury a king’s crown beneath its lair, not for sentiment, but to prove that even thrones can be brought low. They prefer to lair in the dungeons of ruined castles, their treasures hidden deep beneath the earth in vaults of their own making. These dragons often take humanoid form to walk among merchants, nobles, or adventurers, sowing chaos, gathering wealth, and whispering thoughts no one else hears.
Lair and Lair Actions
Amerythium Dragon’s Lair
A Young Amerythium Dragon prefers the collapsed ruins of old keeps, castles, and dungeons, especially those tied to wealth, power, or failed empires. It will destroy a fortress not to rebuild it, but to bury its hoard beneath the rubble, turning broken vaults and sealed corridors into its personal treasure maze. The lair is carefully warded and trapped, not with traditional snares, but with illusions, psychic echoes, and hidden mental triggers that cause intruders to turn on one another—or lose track of what they’re even seeking.
Most of the dragon’s hoard is buried and catalogued, with only a few prized pieces on display: objects of status, significance, or humiliation. A king’s crown, a bishop’s staff, or a noble’s signet ring may rest on velvet pedestals, stripped of their power and repurposed as trophies of manipulation and ruin.
The lair often sits atop a misty coastal peninsula, isolated yet strategically placed—where storms roll in, ships crash on the rocks below, and the dragon can watch merchants and nobles from afar, plotting its next acquisition.
Lair Actions
On initiative count 20 (losing initiative ties), the Young Amerythium Dragon can use one of the following lair action options. It can’t use the same effect two rounds in a row:
Whispers of Paranoia.
The dragon targets up to three creatures it can see within 120 feet of it. Each target must succeed on a DC 15 Wisdom saving throw or become paranoid for 1 minute. While paranoid, a creature has disadvantage on Wisdom (Perception) and Charisma (Persuasion) checks, and cannot benefit from allies' Help actions. A creature can repeat the save at the end of each of its turns.
Illusory Wealth.
The dragon conjures a vivid psychic illusion of treasure—gold, jewels, magical items—in a 15-foot cube within 60 feet. Each creature that starts its turn within 10 feet of the illusion must succeed on a DC 15 Intelligence saving throw or be charmed until the end of its turn, treating the illusion as real and ignoring the dragon for the duration. Creatures who succeed on the save see through the illusion.
Echoes of Greed.
The lair echoes with a deep, psychic pulse of avarice. Until the start of the next round, any creature (other than the dragon) that attempts to cast a spell, use a magic item, or take an action that isn’t an attack must first succeed on a DC 15 Charisma saving throw or become overwhelmed with possessiveness and waste the action attempting to hoard or protect their belongings.







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