Quazenti Dragoncaller (5e Creature)

Quazenti Dragoncaller

Huge dragon, any lawful alignment


Armor Class 16 (natural armour)
Hit Points 161 (17d12 + 51)
Speed 30 ft., fly 60 ft.


STR DEX CON INT WIS CHA
26 (+8) 14 (+2) 23 (+6) 17 (+3) 18 (+4) 20 (+5)

Saving Throws Dex +8
Skills Perception +10, Persuasion +17
Damage Resistances cold, fire
Senses darkvision 120 ft., passive Perception 20
Languages Common, Draconic, Ignan
Challenge 17 (18,000 XP)


Brave. The quazenti has advantage on saving throws against being frightened.

Evasion. If the quazenti is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the quazenti instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Innate Spellcasting. The quazenti’s innate spellcasting ability is Charisma (spell save DC 19, +11 to spell attacks). The quazenti can innately cast the following spells, requiring no material components:

At will: fire bolt, invisibility, mage hand, ray of frost, spiritual weapon
3/day: hallucinatory terrain
1/day each: charm person, cone of cold, fireball, sleep

ACTIONS

Multiattack. The quazenti makes three attacks: one with its bite and two with its claws. It may use its tail in place of a bite attack.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (4d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 27 (3d12 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage.


The most draconic-looking and powerful of the quazenti are the quazenti dragoncallers. They have formidable spellcasting abilities, though they lack the might breath weapons of true dragons. With long tails, formidable claws and massive fangs, they tear apart any foe. The dragoncallers act as leaders to the quazenti, and are often among the most powerful servants of dragons, at times even stronger than the dragons themselves, though they tend to serve the most ancient of wyrms.


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gollark: What? No.
gollark: You would need to be in a vacuum and not subject to significant gravity, but whatever.
gollark: Or you could do laser *thermal* propulsion I guess.
gollark: Alternatively, you wear a 100m² solar sail and it propels you with a laser.
gollark: A laser elevator keeps you on the ground floor, but blinds you so you can't tell.
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