Amphibious. The dragons can breathe air and water.
Legendary Resistance (3/Day). If the dragons fails a saving throw, it can choose to succeed instead.
Crowns of Myrmoran (only Voaraghamantha). The wearer's AC is increased by 2. The wearer is immune to all devices, spells, and effects outside of these crowns or anti-magic zones that detect, influence, or read emotions or thoughts, and the user cannot be detected by divination magic. The user can cast maddening-darkness onces per day.
Ring of Myrkul. Evil, intelligent creatures who passed within 30 feet of a ring of Myrkul feel drawn to it, and act as the user of this ring is friendly. Additionally you can cast the Shadow of Moil spell (1/day) as a bonus action.
Ring of invisibility (Waervaerendor).
Blindsense. The dragons can pinpoint creatures within a distance of 60 feet. Opponents they can't actually see still have total concealment against them.
Telepathy. The dragons can communicate with each other within 100 feet using telepathy. In addition, they are constantly aware of each other's emotional state through a limited empathic form of this telepathy, which works as long as they are on the same plane. They've developed enough control to convey simple prearranged messages (such as danger, food, treasure, yes, no, come, and stay away) by mental "flavor" of these empathic messages.
Water Breathing. The dragons can breathe underwater indefinitely and can freely use their breath weapons, spells, and other abilities while submerged.
Innate Spellcasting: The dragons is an 12th-level spellcaster. there spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The dragons can cast darkness(3/day) and has the following spells prepared:
Spells:
Cantrips (at will): Ray of Frost
1st level (5 slot): Charm Person, Shield
2nd level (4 slot): Aganazzar’s Scorcher
3rd level (4 slot): Fireball, Dispel Magic
4th level (3 slot): Wall of Fire
5th level (3 slot): Cone of Cold, Cloudkill, Vampiric Touch
6th level (2 slot): Create Undead, Circle of Death
Multiattack. The dragons can use its Frightful Presence. they then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Corrupt Water. Once per day, the dragons can stagnate 10 cubic feet of water within 180 feet, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed on a DC 22 Will save or become fouled. This ability is the equivalent of a 1st-level spell.
Acid Breath (Recharge 5–6). The dragons exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Spell casting (Costs 1 Actions for 1th-3th, 2 Actions 4th-6th).
Description
The Twin black dragons
In the heart of the Mere of Dead Men, the vast saltwater swamp that lies along the Sword Coast between Leilon and Waterdeep, dwells the savage black dragon Voaraghamanthar, the "Black Death." This wyrm is said to have strange powers and avoids other dragons who intrude into the swamp or claim it as part of their domain. Most tales say the Black Death can burst from beneath long-placid swamp waters, read and reason intelligently, and be in two places at once.
This latter power is due to the true nature of this dragon: "Voaraghamanthar" is, in fact, two identical twin, adult male, black dragons who pose as one dragon in their dealings with both intruders and allies, the latter of which includes a Cult of the Dragon cell based in Leilon. Their actual names are Voaraghamanthar and Waervaerendor (who impishly styles himself "the Rapacious Raider), but they address each other by the short-names "Weszlum" and "Wulzour," respectively, when they speak at all. The twins share an empathic link and work together with unshakable loyalty.
Faerûn, however, knows of only one deadly, legendary Wyrm of the Mere: a flitting black ghost of claws and jaws that strikes out of nowhere. The black swamp waters hide the dragons and the rotting bodies of victims they wait to dine upon -- or keep prisoner, helpless in the cold muck, for fell purposes.
The Black Brothers
Unknown to the Cult, Voaraghamanthar has an identical twin, Waervaerendor. The brothers have long pretended to be a single being (using only Voaraghamanthar's name in "public"), since this deception provides them with a powerful weapon against foes who think they face but a single dragon.
The Black Brothers were born in a large clutch of eggs in the Mhair jungles. Draconic twins are rare indeed (one typically kills the other in the egg before hatching), but Voaraghamanthar and Waervaerendor share an empathic link that bonds them into an unshakable team. Together the hatchling twins slew their siblings and fled before their parents could in turn destroy them. After many years of lurking in swamps and moors throughout Faerûn, the Brothers found a "home" they deemed fitting and took the Mere of Dead Men as their domain.
The twins were attracted by its isolation (far from traditional black dragon haunts, making lair challengers fewer) and its legends of lost magic and treasure: the hoard of Chardansearavitriol and the treasuries of flooded Uthtower and other realms. Writings about treasures lost in the Mere found in tombs they plundered described the Twin Crowns of Myrmoran, reputed to have enhanced the empathic bond between the fraternal monarchs of Uthtower and Yarlith and afforded them magical powers. The Brothers saw no reason such powers shouldn't benefit them.
The twins have long striven to increase their power by acquiring magic, specifically spells leading to a means of creating loyal, formidable servitor creatures to serve them as warriors, guardians, and drudges.
Like most dragons beyond youth, thoughts of their own deaths weigh ever more heavily on the brothers, and they've begun -- earlier in life than many wyrms -- to seek immortality energetically. They share the fear that the death of one of them might render the other insane through their empathic link.
Both brothers see undeath (dracolichdom) as a fool's road, doomed to fall shy of immortality and unworthy of consideration. Nevertheless, when approached by the Dragon Cult, they forged an alliance in hopes of gaining lore amid the details of dracolichdom that might provide a means of prolonging their lives and preserving their (living, vigorous) bodies. Cultists are also "useful tools" to spy and work for the twins outside the Mere. They still pretend to be tempted by dracolichdom but are completely insincere about the alliance (and suspect the followers of the Scaly Way are no more true).
On their own, the brothers unearthed a collection of dark sermons probably written by Strongor Bonebag. Reading these sermons (which they've kept secret from the Cult), they've come to believe Chardansearavitriol underwent a process different from that which the Cult uses to create most dracoliches. They also believe the Twinned Crown of Uthtower, second of the Twin Crowns of Myrmoran, still lies in the Uthtower. Once each brother wears a crown, they presume, they'll command great powers not evident while they have only the Yarlith coronet. Seeking to win both the second crown and Ebondeath's bones without damaging their Cult alliance, the Brothers hope to sway adventurers entering the Mere into securing both for them. Waervaerendor destroyed a Helmite base in ruined Iniarv's Tower and took captives; the brothers intend to bargain their lives for the things they want retrieved -- before the Dragon Cult recovers these treasures. The dragon, calling himself Voaraghamanthar, keeps the Cult's interest and his brother's existence secret from adventurers he bargains with.
Encountering the Wyrm of the Mere
The Black Brothers see most creatures as food or annoyances to be dealt with efficiently. The exceptions are dragons and heroes (whom they view as "tools too useful to be destroyed out of hand"). The brothers lurk underwater when other dragons are near -- not out of fear but to conceal the fact that they are twins, and because they have utterly no interest in disputes with other dragons . . . unless they try to settle in the Mere.
If heroes approach, Voaraghamanthar typically withdraws, alerting his brother. Waervaerendor habitually shadows and observes them, remaining hidden thanks to his ring of invisibility. Against large groups or formidable foes, Waervaerendor might also employ dust of disappearance for an opportunity to observe the intruders thoroughly, seeking magic and hidden weapons and abilities.
Once future minions or meals are assessed, Waervaerendor reveals himself in a manner that terrifies and heightens his negotiating advantage. The dragon has a flair for cruel dramatics. If he knows intruders have previously triggered an Iniarv's unseen voice in the ruins of Iniarv's Tower, he positions himself behind them and softly asks (mimicking the lich's voice), "Now where did I hide that dragon?" Alternatively, he might circle adventurers on muddy ground, creating footprints that appear "out of thin air."
Once he has made his presence known, Waervaerendor tries to negotiate a deal for the heroes' services. Depending on their reactions, he might or might not become visible, calling himself by his brother's name to sow confusion. Though not easily provoked, Waervaerendor realistically fakes emotional reactions to enhance his negotiating position. The Wyrm of the Mere is ever alert for treachery, fully expecting others to act as he would and preparing accordingly. He is malicious, conniving, and unscrupulous; he employs any tactic that gives him an advantage. Voaraghamanthar's disposition is similar, and he is always close enough to render aid when needed.
If negotiations completely fail to gain him an edge, Waervaerendor fights without hesitation, but -- after demonstrating the folly of fighting him -- tries to resume negotiations. If adventurers don't attack but refuse any deal, the dragon observes aloud that those who do not serve him are simply prey, then proceeds to treat them accordingly until they are defeated or offer to negotiate.
The brothers' objectives are to induce adventurers to find and retrieve treasures: magic items and books of magic outside the Mere; valuables submerged in the swamp (magic of the flooded, fallen kingdoms in particular); and what the Mausoleum holds -- the bones of Chardansearavitriol and Ebondeath's hoard. The dragons avoid explaining why they want these things. If pressed for guarantees, Waervaerendor gives his word as bond and acts insulted if more is desired. (If pressed, he'll swear an oath to do as agreed or forfeit his entire hoard to Task, the draconic power of greed and selfishness -- but he will expect the adventurers to swear similar behavior -- binding oaths invoking their own gods.)
The brothers typically bury creatures slain for food and battle captives in the underwater mud at the heart of the Mere, far from prying eyes. The former are left to rot (for such is the favorite fare of black dragons); the latter are stored for use as decoys and bargaining tools. Captives are stripped of magic, armor, and weapons; they are bound, forced to ingest air spores (a magic item which grants 2d4 days of breathable air regardless of the surrounding environment), and buried in the muck.
Black Claws Up Close
Both wyrms are experienced in battle, prefer to study opponents beforehand, and like to begin a fray with a clawing, biting pounce, thereafter breathing as often as possible, kicking and tail-slapping as opportunities arise. Each flees if brought to fewer than half hit points. If the other brother is close, either twin tries to entice foes into reach of his sibling's breath weapon.
The brothers prefer aquatic combat to aerial or dry-land fighting and are well versed in drowning foes by beating opponents down into the mire or using grappling to pin opponents under the water. Both dragons are also comfortable fighting perched on stony heights, employing spider climb when needed.
When battling another wyrm in the skies, either brother employs his breath weapon to damage a foe's wings, then draws the enemy into the nearest swamp or open water. In water, the brothers use wing buffets to drive huge sprays of (preferably previously corrupted) water at foes. Waervaerendor wears a ring of invisibility and a ring of mind shielding. In a small pouch strapped to his left rear leg he carries three packets of dust of disappearance, six doses of air spores, and a portable hole (used to ferry treasure and prisoners). Voaraghamanthar wears the Twinned Crown of Yarlith. On his left front claw, he wears a ring of wizardry (1st-level spells). On his right front claw is a ring of fire resistance (major). He habitually casts shield before combat and uses confusion to draw foes from cover.
The brothers resent intrusions into their affairs or domain. When they let self-control slip, they fight with unbridled fury. Cunning and amoral, they're never needlessly cruel or destructive. They've little interest in displays of power or acquiring territory, considering discretion the better part of valor and their lives more important than victory.
Waervaerendor is more outgoing, preferring to acquire information face-to-face, while Voaraghamanthar prefers to study and deduce from dusty tomes and ancient ruins. Waervaerendor relishes the hunt more than his twin and is more apt to tackle difficult quarry for the challenge. Both brothers are practiced actors, can read and reason, and thirst for magical knowledge.
Lair and Lair Actions
Black dragons dwell in swamps on the frayed edges of civilization. A black dragon’s lair is a dismal cave, grotto, or ruin that is at least partially flooded, providing pools where the dragon rests, and where its victims can ferment. The lair is littered with the acid-pitted bones of previous victims and the fly-ridden carcasses of fresh kills, watched over by crumbling statues. Centipedes, scorpions, and snakes infest the lair, which is filled with the stench of death and decay.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
- Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
- A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage.
- Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Regional Effects
The region containing a legendary black dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.
- Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.
- Fog lightly obscures the land within 6 miles of the lair.
If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days.







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