Sources
CR
Type
Size
Alignment
Movement

Draconian Mastermind

Medium Monstrosity, Any alignment

Armor Class 17 (natural armor)
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 6 (2,300 XP)

Traits

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.

Spellcasting

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

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.

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.

Lore

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.