Draconian Mastermind

Fizban's Treasury of Dragons p. 180

Size
Medium
Type
monstrosity
Alignment
any alignment
AC
17 (natural armor)
Hit Points
67 (9d8+27)
Speed
walk 35 ft.
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
6
STR
13
+1
DEX
14
+2
CON
16
+3
INT
15
+2
WIS
11
+0
CHA
17
+3

Traits

Proficiency Bonus

+3

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 feet of it before arcing out to up 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 Attack: +6 to hit, range 60 ft., one target. Hit: 8 (1d10 + 3) force damage.

Noxious Breath (Recharge 5-6)

The draconian exhales a 15-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 1 level of exhaustion. On a successful save, the creature takes half as much damage, doesn't gain exhaustion, and is immune to all draconians' Noxious Breath for 24 hours.

recharge

D5

Spellcasting

The draconian casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):

  • At will: invisibility, mage hand
  • 2/day each: dimension door, disguise self, sending

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 it a +5 bonus to its AC against that attack and potentially causing the attack to miss.

recharge

3/DAY

Spells

invisibility, mage hand, dimension door, disguise self, sending

Other data

description

The rarest and most powerful of the draconians are the masterminds—spellcasters and strategists who most often serve as military commanders or as advisors to those who created them. They emerge from gold, red, or amethyst dragon eggs, wingless but possessed of an arsenal of eldritch power. 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. On the world of Krynn, draconian masterminds formed from gold dragon eggs are called aurak draconians.

Draconians: Draconians are bipedal monsters born from dragon eggs that have been corrupted or warped by powerful magic. Most often, this corruption is a deliberate act, the work of an aspiring tyrant seeking to transform stolen eggs into a draconian army. A single corrupted egg yields several draconians of the same kind. A draconian might be taken for a dragonborn at first glance, though most kinds of draconians have wings. When draconians die, they do not go quietly. Instead, their lifeless bodies unleash a last act of magical violence.