Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) necrotic damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Damned Breath (Recharge 5–6). The dragon exhales a plume of dark energy in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) necrotic damage on a failed save, or half as much damage on a successful one.
Description
The odor of decay and rot surrounds the dragon's long dead form. Large chunks of flesh are missing all over the dragon's form, boney protrusions and pus filled sacs filling the gaps. It's empty sockets for eyes glow a bright blue from the energy keeping it alive.
Lair and Lair Actions
Varuk Than's Lair
Varuk Than's dwells within the Crypt of Mornipherus in a hidden chamber full of legendary treasures. He once entered the crypt with his companion seeking treasures, but he was slain and punished to protect the very treasures he sought after for Mornipherus.
The lair is an ancient chasm underneath the crypt. Large pillars of stone hold carvings telling the epic tales of Mornipherus, long since forgotten by time. Cobwebs line the walls and an occasional drip of water can be heard from the undergound rivers which surround the chasm.
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:
- The dragon can bellow a guttural roar, summoning a horde of 10 skeletons and one higher level undead to its aid.
- A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- Poisonous gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
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