Draconian Mastermind

Draconian Mastermind CR: 6

Medium monstrosity, any
Armor Class: 17 (natural armour)
Hit Points: 67 9d8+27
Speed: 35 ft

STR

13 +1

DEX

14 +2

CON

16 +3

INT

15 +2

WIS

11 +0

CHA

17 +3

Saving Throws: Int +5, Wis +3, Cha +6
Skills: Perception +3
Condition Immunities: Charmed
Senses: Truesight 60 ft, passive Perception 13
Languages: Common, Draconic
Challenge Rating: 6

The draconian casts one of the following spells, requiring no material components, and using Charisma as the spellcasting ability (spell save DC14).

At will: Invisibility, Mage Hand.

2/day: Dimension Door, Disguise Self, Sending.


Death Throes. When the draconian is reduced to 0 hit points, its magical essence lashes out as a ball of lightning at the closest creature within 30 ft before arcing out to to two other creatures within 15 feet of the first. Each creature must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 9 2d8 lightning damage and is stunned until the end of its next turn. On a successful save, the creature takes half as much damage and isn't stunned.

Actions

Multiattack. The draconian makes three Rend or Energy Ray attacks.   Rend. Melee Weapon Attack +5 to hit, reach 5 ft, one target. Hit 5 1d6+2 slashing damage.   Energy Ray. Ranged Spell Attach +5 to hit, range 60 ft, one target. Hit 8 1d10+3 slashing damage.   Noxious Breath (Recharge 5-6). The draconian exhales a 14 foot cone of noxious gas. Each creature in that area must make a DC 14 Constitution saving throw. On a failed save, the creature takes 21 6d6 poison damage and gains one level of exhaustion. On a successful save, the creature takes half as much damage, doesn't gain exhaustion, and is immune to all draconian Noxious Breath for 24 hours.

Reactions

Magic Shield (3/Day). When the draconian is hit by an attack roll, it can create an invisible barrier of magical force around itself, granting a +5 bonus to its AC against that attack and potentially causing the attack to miss.

The rarest and most powerful of the draconians are the masterminds - spellcasters and strategists who most often serve as military commanders or as advisors who created them. They arise from gold, red, or amethyst dragon eggs, wingless but possessed of an arsenal of eldritch powers. Like their dragon progenitors, masterminds have a breath weapon - a billowing cloud of poisonous gas. They also have formidable claws and teeth they use to rend foes in close combat. Dying draconian masterminds are a sight to behold, as their magical essence coalesces as a ball of lightning that arcs out at those nearby.

Suggested Environments

Anywhere accompanying their master, or other draconians.


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