Gargantuan Undead, Chaotic Evil
Armor Class 22 (natural armor)
Hit Points 411 (25d20 + 147)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
27 (+8)
DEX
14 (+2)
CON
25 (+7)
INT
16 (+3)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws DEX +10, CON +15, WIS +10, CHA +12
Skills Perception +9, Stealth +16
Damage Vulnerabilities Radiant
Damage Resistances Necrotic
Damage Immunities Acid, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Common, Draconic
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Legendary Resistance (3/Day). If Tielroig fails a saving throw, he can choose to succeed instead.

Magic Resistance. Tielroig has advantage on saving throws against spells and other magical effects.

Spellcasting. Tielroig is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). Tielroig has the following spells prepared:

3rd level (3 slots): animate dead

4th level (3 slots): blight

5th level (3 slots): cloudkill

6th level (2 slot): disintegratecreate undead

7th level (2 slot): finger of death

8th level (2 slot): dominate monster, power word stun

Turn Resistance. Tielroig has advantage on saving throws against any effect that turns undead.

Living Shadow.  While in dim light or darkness, Tielroig has resistance to damage that isn't force, psychic, or radiant.

Shadow Stealth. While in dim light or darkness, Tielroig can take the Hide action as a bonus action.

Sunlight Sensitivity. While in sunlight, Tielroig has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. Tielroig can use his Frightful Presence. He then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage and 9 (2d8) necrotic damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 9 (2d8) necrotic damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of Tielroig's choice that is within 120 feet of Tielroig 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 the Tielroig's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6). Tielroig uses one of the following breath weapons.

     Acid Breath. Tielroig exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 72 (16d8) acid damage on a failed save, or half as much damage on a successful one.

     Shadow Breath. Tielroig exhales shadowy smoke in a 60-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw taking 62 (14d8) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after Tielroig in the initiative count. The shadow is under the Tielroig's control.

Legendary Actions

Tielroig 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. Tielroig regains spent legendary actions at the start of its turn.

Detect. Tielroig makes a Wisdom (Perception) check.

Tail Attack. Tielroig makes a tail attack.

Wing Attack (Costs 2 Actions). Tielroig beats his wings. Each creature within 15 feet of Tielroig must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Tielroig can then fly up to half its flying speed.

Lair and Lair Actions

Tielroig dwells in decaying swamp on the frayed edges of civilization. Tielroig's lair is a 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), Tielroig takes a lair action to cause one of the following effects; Tielroig can’t use the same effect two rounds in a row:

  • Pools of water that Tielroig 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 Tielroig chooses within 120 feet of it. The cloud spreads around corners and remains until Tielroig 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 Tielroig chooses within 60 feet of it, filling a 15-foot-radius sphere until the dracolich 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.

 

Previous Versions

Name Date Modified Views Adds Version Actions
9/4/2018 11:32:24 AM
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Habitat: Swamp

Dragondiciple

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