Legendary Resistance (3/Day). If Arzial fails a saving throw, it can choose to succeed instead.
Bloody Aura. At the start of each of Arzial's turns, each creature within 5 feet of it takes 10 (3d6) necrotic damage, and corrodible objects in the aura that aren't being worn or carried dissolve. A creature that touches Arzial or hits him with a melee attack while within 5 feet of him takes 10 (3d6) necrotic damage.
Celestial Butcher. Arzial's attacks negate celestial resistance.
Magic Weapons. Arzial's attacks are considered magical.
Multiattack. Arzial can use his Tyrannical Presence. It then makes two attacks with its scythe.
Bloody End Scythe. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 23 (3d10 + 8) piercing damage plus 13 (3d8) necrotic damage.
Tyrannical Presence. Each creature of Arzial's choice that is within 120 feet of him and aware of it must succeed on a DC 19 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 Arzial's Tyrannical Presence for the next 24 hours.
Blood Spray (Recharge 5–6). Arzial exhales boiling blood in a 60-foot cone . Each creature in that cone must make a DC 22 Dexterity saving throw, taking 27 (6d8) acid damage and 27 (6d8) necrotic damage on a failed save, or half as much damage on a successful one.
Arzial 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.
Move. Arzial moves its speed without provoking opportunity attacks.
Bloody End Scythe. Arzial makes a scythe attack.
Wing Attack (Costs 2 Actions). Arzial beats his wings. Each creature within 10 feet of him must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Arzial can then fly up to half his flying speed.
Description
Arzial, the bloody butcher (also known as the celestial butcher) made a name for himself in the battles of the calamity as Bane's right hand. Arzial was known to bathe in the blood of his fallen enemies as he believed it imbued him with strength. It was during the battle of Riftenmist where Bane was felled by Melora and her free children that Arzial earned his name, Arzial cut his way through hundreds of celestial warriors even striking Melora with his scythe until he was finally subdued by the combined might of Melora and her free children. The amount celestial blood that Arzial had both consumed and been covered in after this battle imbued him with a tainted divine essence and granted him with even more strength, this also transformed his body, turning his blood into a powerful acid that he could weaponize. Arzial with his near demigod levels of strength survived all attempts of execution by Melora and was instead thrown into the earth by Melora and imprisoned in a labyrinth of jade underneath the mountain now known as Gatshadow.
Lair and Lair Actions
Arzial claims the helm of the strife emperor as his lair as he feels closer to his benefactor.
Lair Actions
On initiative count 20 (losing initiative ties), Arzial 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 blood that Arzial can see within 120 feet of him 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 blood and knocked prone.
- Magical darkness spreads from a point Arzial chooses within 60 feet of it, filling a 15-foot-radius sphere until he 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 Arzial’s lair is warped by his magic, which creates one or more of the following effects:
- Water sources within 1 mile of the lair are supernaturally fouled and turn into blood. Enemies of Arzial that drink such water regurgitate it within minutes.
- Plants and animals within 1 mile of the lair wither and become lethargic.
- Shadows lightly obscures the land within 6 miles of the lair.
If Arzial dies these effects fade over 1d10 days.
Previous Versions
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6/22/2024 8:27:24 PM
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Coming Soon
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