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Tessiture

Artorias Phosphor

Current Location
Year of Birth
577 155 Years old
Children
Ruled Locations

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Tessiture

Huge Bronze Dragon Bard / Wizard , Any

Armor Class 19 (natural armor)
Hit Points 308
Speed 40ft Fly: 40ft Swim: 40ft

STR
25 +7
DEX
10 0
CON
23 +6
INT
18 +4
WIS
17 +3
CHA
19 +4

Saving Throws Dex +5, Con +11, Int +5, Wis +13, Cha +9
Skills Arcana +10, History +10, Insight +7, Medicine +10, Perception +12, Performance +5, Stealth +5, Survival +5
Damage Immunities Lightning
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
Languages Common, Draconic, Elvish, Giant
Challenge 16



Tessiture is a 4th-level wizard that uses Intelligence as their magic ability (spell save DC 17). They have the following spells prepared:   Cantrips: blade ward, mending, mold earth, shape water   1st level: fog cloud, magic missile, tasha's hideous laughter, thunderwave   2nd level: enlarge/reduce, gust of wind, see invisibility   They are also a 4th-level bard that uses Charisma as their magic ability (spell save DC 17). They know the following spells:   Cantrips: dancing lights, thunderclap, vicious mockery   1st Level (4 Slots): animal friendship, cure wounds, feather fall, heroism   2nd Level (3 Slots): animal messenger (ritual), enhance ability, locate object


Bardic Inspiration. As a bonus action, a creature within 60 ft. that can hear Tessiture gains an inspiration die 1d6 . For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.   Jack of All Trades. You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.   Song of Rest. You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.   Abjuration Savant. The gold and time you must spend to copy an abjuration spell into your spellbook is halved.


Actions

Multiattack. Tessiture can use their Frightful Presence. They then make three attacks: one with their bite and two with their claws.   Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 2d10+7 piercing damage.   Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 2d6+7 slashing damage.   Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 2d8+7 bludgeoning damage.   Frightful Presence. Each creature of Tessiture's choice that is within 120 feet of them and aware of them must succeed on a DC 17 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 Tessiture's Frightful Presence for the next 24 hours.   Breath Weapons (Recharge 5-6). Tessiture uses one of the following breath weapons.   Lightning Breath. Tessiture exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 12d10 lightning damage on a failed save, or half as much damage on a successful one.   Repulsion Breath. Tessiture exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.   Change Shape. Tessiture magically polymorphs into a humanoid or beast that has a challenge rating no higher than their own, or back into their true form. They revert to their true form if they die. Any equipment they are wearing or carrying is absorbed or borne by the new form (Tessiture's choice). In a new form, Tessiture retains their alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. their statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Reactions

Cutting Words. As a reaction when a creature (that's not immune to being charmed) Tessiture can see within 60 ft. makes an attack roll, ability check, or damage roll, Tessiture can expend one use of Bardic Inspiration, roll the die, and subtract the number from the creature's roll. They can do so after the roll but before knowing the result.


 

Legendary Actions

Tessiture can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Tessiture regains spent legendary actions at the start of their turn.   Detect. Tessiture makes a Wisdom (Perception) check.   Tail Attack. Tessiture makes a tail attack.   Wing Attack (Costs 2 Actions). Tessiture beats their wings. Each creature within 10 ft. of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 2d6+7 bludgeoning damage and be knocked prone. The dragon can then fly up to half their flying speed.

Lair Actions

Tessiture creates fog as though they had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.   A thunderclap originates at a point Tessiture can see within 120 feet of them. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 1d10 thunder damage and be deafened until the end of its next turn.

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