Mantle of the Sunlit Envoy. Striketalon wears and is attuned to the Mantle of the Sunlit Envoy, a wondrous item(artifact). Striketalon never takes it off unless forced. Using the Mantle, Striketalon can cast Zone of Truth(1/day) with his spell save DC. In addition, he has advantage on all saving throws, and whenever he uses his legendary resistance trait to succeed on a saving throw, he gains 30 temporary hit points. Furthermore, whenever a creature successfully passes a saving throw against one if his spells or Breath Weapons, he can use his reaction to force that creature to immediately reroll the save with disadvantage(3/day).
Legendary Resistance (3/Day). If Striketalon fails a saving throw, he can choose to succeed instead.
Gleaming Reflection. Whenever a creature hits Striketalon with a metal melee attack, magical light flashes off his highly polished brass scales. The attacker must succeed on a DC 22 Constitution saving throw or be blinded until the end of his next turn.
Radiant Weapons. Striketalon's weapon attacks deal an extra 14(4d6) radiant damage. In addition, Striketalon's weapon attacks are magical.
Spellcasting. Striketalon is a 20th level spellcaster. His spellcasting ability modifier is Charisma(save DC 24, +14 to hit with spell attacks. Striketalon has the following spells prepared.
Cantrips(at will): Guidance, Minor Illusion, Prestidigitation, Thaumaturgy
1st level(4 slots): Charm Person, Comprehend Languages, Detect Magic, Identify
2nd level(3 slots): Heat Metal, Calm Emotions, Suggestion
3rd level(3 slots): Tongues, Major Image, Wind Wall(the wall is completely invisible)
4th level(3 slots): Charm Monster, Hallucinatory Terrain, Wall of Fire
5th level(3 slots): Mislead, Scrying, Hold Monster
6th level(2 slots): Sunbeam, Word of Recall, Mass Suggestion
7th level(2 slots): Mirage Arcane, Reverse Gravity
8th level(2 slots): Sunburst, Glibness, Maze
9th level(2 slots): Timestop, True Polymorph
Multiattack. Striketalon can use his Frightful Presence. He then makes four attacks: one with his bite, one with his tail and two with his claws. He can substitute any one of these attacks with a spell of 7th level or lower.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing plus 14 (4d6) radiant damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing plus 14 (4d6) radiant damage.
Tail. Melee Weapon Attack: +17 to hit. reach 20 ft., one target. Hit 18 (2d8 + 9) bludgeoning plus 14 (4d6) radiant damage.
Frightful Presence. Each creature of the Striketalon's choice that is within 120 feet of him and aware of him must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Striketalon's Frightful Presence for the next 24 hours.
Breath Weapons(Recharge 5–6). The dragon uses one of the following breath weapons:
Fire Breath. Striketalon exhales fire in an 90-foot line that is 10 feet wide. Each creature in the area must succeed on a DC 27 Dexterity saving throw, taking 84(24d6) fire damage on a failed save, or half as much on a successful one.
Blinding Breath. Striketalon exhales a beam of blinding white light in a 120-foot line that is 10 feet wide. Each creature in the area must succeed on a DC 27 Constitution saving throw, taking 60(11d10) radiant damage and becoming blinded for 1 minute on a failed save, or half as much damage and suffering no additional effects on a successful one. A blinded creature can repeat the saving throw at the end of each of it's turns, ending the effect on itself on a success.
Sleep Breath. Striketalon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 27 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Change Shape. Striketalon magically polymorphs into a humanoid or beast that has a challenge rating no higher than his own, or back into his true form. He reverts to its true form if he dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (his choice).
In a new form, Striketalon retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, spellcasting, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Radiant Step. Disappearing in a flash of light, Striketalon teleports to an unoccupied space within 120 feet of him. Any creature within 10 feet of him must succeed on a DC 20 Constitution saving throw or be blinded until the end of its next turn.
Striketalon can take 3 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. Striketalon regains spent legendary actions at the start of its turn.
Detect. Striketalon makes a Wisdom (perception) check.
Tail Attack. Striketalon makes a tail attack.
Radiant Flash. (Costs 3 actions)A huge flash of light emanates from Striketalon. Any creature within 10 feet of him must succeed on a DC 20 Constitution saving throw or take 14 (4d6) radiant damage and be blinded until the end of Striketalon's next turn, or half as much damage and suffering no additional conditions on a successful one.
Description
Meet Auntithrax, a legendary Ancient Brass Dragon who has roamed the grand deserts for exactly 1,001 years. Despite his millennium of existence, he detests formality and goes exclusively by his preferred nickname, Striketalon. At first glance, Striketalon is the ultimate subversion of an ancient, godlike dragon. When the situation is relaxed, he behaves, talks, and plays like a newly hatched wyrmling. He chases desert mice, rolls playfully in the warm sand dunes, pouts when he doesn't get attention, and speaks with a rapid-fire, childlike enthusiasm about whatever gossip or shiny object caught his eye that morning. However, his joyful, seemingly ignorant exterior is a clever mask. Beneath the playfulness lies an exceedingly intelligent, profoundly wise, and extraordinarily charismatic mastermind. He has watched empires rise and turn to ash, and he remembers every conversation he has ever had. Striketalon uses his silly demeanor to disarm untrusting adventurers and scheming politicians alike, reading their true intentions effortlessly before they even realize they are being outsmarted.
Lair and Lair Actions
Striketalon's Lair
Striketalon's desert lair is hidden deep in the ruins of a desert city lost to time. Earth and Air elementals roam throughout the ruins, along with iridescent, shining beetles.
Lair Actions
On initiative count 20 (losing initiative ties), Striketalon takes a lair action to cause one of the following effects:
- A strong wind blows around Striketalon. Each creature within 60 feet of the Striketalon must succeed on a DC 20 Strength saving throw or be pushed 30 feet away from him and knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished. Magical darkness, such as from the darkness spell, also disperses.
- A cloud of sand swirls about in a 30-foot-radius sphere centered on a point Striketalon can see within 120 feet of him. The cloud spreads around corners. Each creature in it must succeed on a DC 20 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- A 20-foot-radius cylinder of magical light up to 100 feet tall explodes into existence centered on a point Striketalon can see within 60 feet of him. Any creature within the area must succeed on a DC 20 Constitution saving throw or take 21 (6d6) radiant damage.
Regional Effects
The ruins containing Striketalon's lair is warped by his magic, which creates the following effects:
- Tracks appear in the sand within 6 miles of the Striketalon's lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas that Striketalon prefers to remain undisturbed.
- Images of Large or smaller monsters haunt the desert sands within 1 mile of the Striketalon's lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it’s an illusion with a successful DC 24 Intelligence (investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it.
- Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the dragon’s lair, the dragon becomes aware of the creature’s presence and location.
- The sun shines far brighter within 3 miles of Striketalon's lair, giving disadvantage to any Wisdom (perception) checks made by any creature other than him.
If Striketalon dies, the tracks fade in 1d10 days, but the other effects fade immediately.
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