| Mod | Save | ||
|---|---|---|---|
| STR | 17 | +3 | +3 |
| DEX | 17 | +3 | +6 |
| CON | 15 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +3 |
| WIS | 15 | +2 | +2 |
| CHA | 18 | +4 | +7 |
auroral fortitude. If the aurora is visible, the dragon gains advantage on the first saving throw of each round. It has advantage on spell attack rolls.
Spellcasting. The [dragon] is a 6th-level spell caster. Its spellcasting ability is [charisma] (spell save DC 17, +8 to hit with spell attacks). The [dragon] has following spells prepared:
Cantrips (at will): [dancing lights], [faerie fire]
1st level (4 slots): [chromatic orb], [thunderwave]
2nd level (3 slots): [Aid], [cure wounds (level 2)], [auroral blessing]
3rd level (2 slots): [lightning bolt], [hypnotic pattern]
4th level ( 1 slot): [ice storm]
5th level (1 slot): [summon dragon], [jallarazi’s storm of radiance]
Multiattack. The dragon makes 2 auroral claw attacks or replace them with prismatic burst
Auroral claw. Melee Weapon Attack: +8 to hit, reach 5 ft., 2 target. Hit: 16 (4d8) [radiant] damage.
Prismatic burst. Ranged Weapon Attack: +7 to hit, range 30/120 ft., 1 target. Hit: 14 (4d6 + 2) [damage type] damage.
Healing wave (recharge 5-6). Each friendly creature within a 30ft emanation heals 4d6 hit points. This cures the poisoned condition. Can only be used during combat.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
Friendly dragons that usually live in caves in arctic ecosystems, but when the aurora borealis is out, they emerge and draw their power from thins. They also occasionally help adventurers and other metallic dragons in the pursuit of justice
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.







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