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Dawn the Fang

Medium Creature Cult Leader , Chaotic Evil

Armor Class 16 (Natural)
Hit Points 100
Speed 30ft

STR
16 +3
DEX
18 +4
CON
11 0
INT
11 0
WIS
14 +2
CHA
16 +3

Saving Throws Strength +9, Dexterity +10, Charisma +9
Skills Acrobatics +11, Perception +7
Damage Resistances Thunder
Damage Immunities Lightning
Condition Immunities Diseased, Poisoned
Senses Blindsight 60, Truesight 10
Languages Draconic
Challenge ?


Ideals

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Bonds

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Flaws

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Innate Spellcasting (Arcane). Dawn's innate spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells.


Dragon Force (1/3 rounds). When Dawn hits a creature with her unarmed strike, that creature must make a DC 17 Strength saving throw or be knocked backwards 10 feet and fall prone. On a successful save, the creature isn't moved and doesn't fall prone.   Dragon Smash (1/round). When Dawn hits a creature with an unarmed strike, that creature must make a DC 17 Constitution saving throw or be stunned until the start of her next turn. Once a creature fails the DC, they cannot be affected by this ability again for 24 hours.   Dragon Speed. When she is subjected to a dexterity saving throw to avoid damage, Dawn takes no damage if she succeeds. If she fails, she takes half damage.   Dragon Strike (1/round). The first creature Dawn hits at the start of her turn with an unarmed strike must succeed a DC 17 Dexterity saving throw or take 2d6 lightning damage. On a successful save, they take no extra damage.


Actions

Dawn makes three unarmed strikes, or casts a spell.   Unarmed Strike. +10, 1d10+4 Bludgeoning

Reactions

Imperial (1/day). When Dawn fails a saving throw, she can choose to succeed instead.   Tough Scales. Dawn can reduce incoming spell damage by 1d10+15. If this reduces the damage to 0, the spell is reflected back at the caster.   Updraft. Dawn can reduce fall damage by 100 points.


 

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