Medium Dragon, Lawful Evil
AC 17 (Draconic Ward)    Initiative +2 (12)
HP 168 (22d8 + 66)
Speed 30 ft., Fly 30 ft. (spectral wings)
Mod Save
STR 18 +4 +9
DEX 14 +2 +12
CON 16 +3 +14
Mod Save
INT 14 +2 +7
WIS 16 +3 +13
CHA 20 +5 +18
Resistances Acid, Cold, Fire, Lightning
Immunities Poison; Frightened
Senses Darkvision 120ft; Passive Perception 12
Languages Common, Draconic, Infernal, Telepathy 60ft
CR 10 (XP 5,900; PB +4)
Traits

Trait Name.

Fivefold Aspect (Start of Turn)

At the start of each of her turns, amara  chooses one Chromatic Aspect, gaining its passive effect until the start of her next turn.

  • Red (Fire): +7 (2d6) fire damage on her first hit each turn

  • Blue (Lightning): Can move 15 ft. without provoking opportunity attacks

  • Green (Poison): Creatures she damages have Disadvantage on their next saving throw

  • Black (Acid): Nonmagical armor hit takes −1 AC (stacking, repaired normally)

  • White (Cold): Creatures she damages have their Speed reduced by 10 ft.

 

  • Aura of Dominion

Enemies within 20 ft. must succeed on a DC 16 Wisdom save at the start of their turn or have Disadvantage on their first attack roll that turn.

 

Actions

Action Name.

Multiattack

amara  makes two attacks, choosing from Chromatic Touch.

 Chromatic Touch

Melee Attack Roll: +8 to hit, reach 5 ft.
Hit: 12 (2d8 + 4) damage, type based on current aspect.

Aspect Effect (Con Save DC 16):

  • Red: Target takes 7 (2d6) fire damage at the start of its next turn

  • Blue: Target can’t take reactions until its next turn

  • Green: Target is Poisoned until the end of its next turn

  • Black: Target takes 7 (2d6) acid damage

  • White: Target’s Speed becomes 0 until the end of its next turn

  • Action Name.

Draconic Word (Recharge 5–6)

Each enemy of Tia’s choice within 30 ft. makes a DC 16 Wisdom save.

  • Failure: 22 (5d8) psychic damage and Frightened until the end of its next turn

  • Success: Half damage, no Frightened

    • Action Name.
    • Chromatic Breath (Recharge 6)

      Tia exhales elemental energy:

      • 30-ft. cone (fire, cold, acid, poison)

      • 60-ft. line (5 ft. wide) (lightning)

      Each creature in the area makes a DC 16 Dexterity or Constitution save.

      • Failure: 27 (6d8) damage

      • Success: Half damage

 

Bonus Actions

Bonus Action Name

Aspect Shift

amara changes her current Chromatic Aspect.

Reactions

Reaction Name. Enter the description for your action.

Chromatic Rebuke (1/Turn)

When hit by a melee attack, Tia deals 7 (2d6) damage of her current aspect’s type to the attacker.

Legendary Actions

Legendary Actions (1/round)

amara  can take 1 legendary action per round, at the end of another creature’s turn.
She regains the use of this legendary action at the start of her turn.

Legendary Action Name (Costs 1 Actions). Enter the description for your legendary action.

 
Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Appearance

amara  appears as a striking human woman in her mid teens , impossibly regal.

  • Hair: Jet black, but glints of red, blue, green, white, and black shimmer when the light catches it

  • Eyes: Gold sclera with pupils that subtly shift color depending on her mood

  • Skin: Pale, flawless, unnaturally warm

  • Jewelry: Five rings, each set with a different chromatic gem

  • Shadow: Occasionally splits into five overlapping silhouettes

 

amara cant lie only miss drecated 

Those who look too long feel watched by something vast and ancient.


Personality (The Five Within One)

Tia’s demeanor subtly shifts, reflecting Tiamat’s five heads:

  • Red (Wrath): Proud, imperious, quick to threaten

  • Blue (Cunning): Calculated, persuasive, strategic

  • Green (Deceit): Charming, poisonous words, half-truths

  • Black (Cruelty): Cold, vindictive, enjoys suffering

  • White (Domination): Harsh, commanding, intolerant of weakness

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Lordskins

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