Burning Biology. A creature that starts it's turn within 15ft. of the dragon, touches the dragon, hits it with a melee attack while within 5 feet of it takes 8 (3d6) fire damage.
Graviton Enhancements. A The area within 30ft of the dragon is difficult terrain and any creature that is concentrating on a spell within that area has disadvantage on Constitution saving throws to maintain concentration on spells.
Healing Fire. The dragon regains 40 hit points at the beginning of it's turn. if it doesn't take cold damage before it's turn.
Legendary Resistance (4/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Soul of Oblivion. (Mythic Trait; Recharges after a Short or Long Rest) When Avatar of Annihilation is reduced to 0 hit points, it doesn't die or fall unconscious Instead, the damage creates cracks in its hide, revealing the Oblivion Soul. The Soul has an AC of 22 and 300 hit points. It is immune to bludgeoning, piercing, and slashing damage from nonmagical attacks, and it is immune to all conditions. If it is forced to make a saving throw, treat its ability scores as 12 (+1). If it finishes a short or long rest, the Soul heals, and the Soul is covered again. Thordak dies when the Soul is destroyed.
Multiattack. The dragon can use its Frightful Presence. It then makes four attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 33 (3d10 + 10) piercing damage plus 14 (6d6) fire damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 22 (3d8 + 10) 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 23 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.
Fire Breath (Recharge 5–6). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 108 (28d6) fire damage on a failed save, or half as much damage on a successful one.
Fire Nova. (Recharge 6) The dragon fires a ball of flaming gravity at a point it can see in 80ft. of it. Every creature within 20ft of the ball takes 34 (5d10) force damage must make a DC 24 Strength saving throw or be pulled 20ft. to the black hole ending in an unoccupied space as close to the center as possible and take 24 (7d6) fire damage. Every creature who failed the save is restrained to the black hole and must repeat the saving throw at the beginning of their turn or take the fire damage again. On a success they break free and can move as normal. The area within 20ft of the black hole is difficult terrain and the black hole lasts for 1 minute.
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 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 20 (3d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Graviton Surge. (Cost 2 Actions) The dragon unleashes a surge of crushing gravitational energy in a 30ft radius of it. Each creature within that range must make a DC 24 Constitution saving throw or take 35 (4d8+10) force damage and be knocked prone.
If Avatar of Annihilation's mythic trait is active, it can use the options below as legendary actions for 1 hour after using Soul of Oblivion.
Heaven's Wrath. (Costs 3 Actions) (Recharge 8) Thordak calls down a meteor to the ground at a point he can see within 120ft. Each creature in a 20-foot-radius sphere centered on each point you choose must make a DC 24 Dexterity saving throw. The sphere spreads around corners. A creature takes 10d6 fire damage and 10d6 force damage on a failed save, or half as much damage on a successful one.
Oblivions Maw. (Costs 3 Actions) (Recharge 8) Thordack channels the power of the Oblivion Soul and creates a 10ft. radius sphere of destructive gravitational force centered in his mouth. Each creature within a 90ft. cone must succeed on a DC 24 Strength saving throw or be pulled straight toward the sphere's center. A creature that enters the sphere takes 6d10 force damage and Thordak can make a bite attack against each of the creatures that fails the save.
Description
In an alternate reality where Vox Machina tried to kill Thordak by summoning him above the Sphere of Annihilation, however this attempt only made Thordack stronger as the Soul Anchor and Sphere of Annihilation merged into Oblivion Soul turning him into the Avatar of Annihilation.
Lair and Lair Actions
A Red Dragon’s Lair
Red dragons lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized red dragon lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dragon as it sleeps.
With its hoard well protected deep within the lair, a red dragon spends as much of its time outside the mountain as in it. For a red dragon, the great heights of the world are the throne from which it can look out to survey all it controls—and the wider world it seeks to control.
Throughout the lair complex, servants erect monuments to the dragon’s power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.
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:
- Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
- 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.
- Gravity intensifies around a point the dragon chooses within 120 feet of it, filling a 20-foot radius, 40-foot high cylinder until the dragon dismisses it as an action, uses this lair action again, or dies. A creature within the area must make a Strength saving throw, taking 10 (3d6) bludgeoning damage and being knocked prone on a failed save, or half as much damage and not being knocked prone on a successful one. Additionally, the area is considered difficult terrain for all creatures aside from the dragon.
Regional Effects
The region containing the Avatar of Annihilation’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Small earthquakes are common within 6 miles of the dragon’s lair.
- Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
- Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.
- Light is muted within 6 miles of the lair. Nonmagical illumination, including sunlight, can't create bright light in this area.
- Visitations from otherworldly beings occur and disembodied voices whisper in the night within 6 miles of the dragon's lair. Celestials, fey, and fiends of CR 2 or lower can slip into the world in this area.
If the dragon dies, these effects fade over the course of 1d10 days.
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