Small Dragon, Any Alignment
Armor Class 17
Hit Points 236 (10d10 + 55)
Speed 30 ft., Walk 30 ft.
STR
16 (+3)
DEX
17 (+3)
CON
24 (+7)
INT
18 (+4)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws STR +5, DEX +5, CON +9
Damage Resistances Cold, Fire
Damage Immunities Poison
Condition Immunities Blinded, Paralyzed
Senses Truesight 120ft, Passive Perception 6
Languages Common, Draconic
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

First Born Cazar. The power of Minerva flows strong through this dragon. you have advantage on all saving throws within the nest. Cazar can bellow an emerald tune and heal any creature within 60ft once per turn as a free action for 3d6+6 hitpoints

Actions

multiattack. Cazar can make one claw and one bite attack per turn.

Silvered Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: # (2d8 + 6) slashing damage. Cazar slashes with his jagged emerald claws

purifying bite . Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: # (3d6 + 6) piercing damage plus 4d8 poison damage ignoring resistance. cazar bites down and injects his potent venom.

Emerald Echo. in a 20 ft radius Cazar releases a boneshaking chime from his emerald body all creatures of Cazar's choice make a DC 19 CON save or take 8d6 thunder damage, half as much on a success.  (recharge on 4-6)

Reactions

emerald recoil. as a reaction Cazar can rebound an attack targeting him and instead make it target a creature of his choice within 5ft for melee or 60ft for a ranged attack. cazar can use this 5 times per day.

Legendary Actions

Cazar has 2 legendary actions per turn, restoring them at the start of your turn

Claw attack (Costs 1 Action). make a claw attack against one target

Emerald Voice (Costs 1 Action). a quick shout from Cazar at a target within 30 ft, the target makes a DC19 CON save or takes 3d6 Thunder damage, half as much on a success. 

Description

Cazar is a blindingly beautiful emerald wyrmling, his emerald claws are jagged and crude as a gemstones edge. his mouth drips with a lethal poison that no living being can resist. Born of Minerva and the first of his kind.

Lair and Lair Actions

The nest of Minerva, it is a massive chamber with golden and scarlet crystals acting as focuses for magic and protection

Lair Actions

On initiative count 20 (losing initiative ties), the Saytheri takes a lair action to cause one of the following effects; the Saytheri can’t use the same effect two rounds in a row:

  • Minerva flash the chamber glows with red light and strikes out a flame whip at a target, target makes a DC24 DEX save, on failure takes 4d12 fire damgae , half as much on a success
  • Crystalline shield one of the nests crystals bathes you in healing light, heal 5d10+8 hit-points

 

Ziljiondiaz

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