Legendary Resistance (3/Day). If Anregon fails a saving throw, he can choose to succeed instead.
Focus of the Dracolord. Anregon can maintain concentration on two different spells at the same time. In addition, he has advantage on saving throws to maintain concentration on spells.
Magic Resistance. Anregon has advantage on saving throws against spells and other magical effects.
Master Chemister. When Anregon casts a spell that deals damage, he can change the spell’s damage to cold, fire, or necrotic
Spellcasting. Anregon is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 26, +18 to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): fire bolt, toll the dead, mind sliver, ray of frost, infestation
1st level (4 slots): detect magic, magic missile, shield, thunderwave, ray of sickness
2nd level (3 slots): blur, enlarge/reduce, flaming sphere, ray of enfeeblement
3rd level (3 slots): counterspell, fireball, hold person, slow
4th level (3 slots): confusion, blight, fire shield
5th level (2 slots): negative energy flood, enervation, wall of fire, dominate person
6th level (1 slot): chain lightning, disintegrate, true seeing
7th level (1 slot): finger of death, teleport, power word pain
8th level (1 slot): antimagic field, maze
9th level (1 slot): power word kill
Multiattack. Anregon can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) necrotic damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Frightful Presence. Each creature of Anregon's choice that is within 120 feet of him and aware of it must succeed on a DC 21 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 Anregon's Frightful Presence for the next 24 hours.
Necrotic Breath (Recharge 5–6). Anregon exhales black fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) necrotic damage on a failed save, or half as much damage on a successful one. Any creature killed this way comes back as a greater zombie
Anregon 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. Anregon regains spent legendary actions at the start of his turn.
Cantrip. Anregon can cast one of his cantrips
Detect. Anregon makes a Wisdom (Perception) check.
Tail Attack. Anregon makes a tail attack.
Wing Attack (Costs 2 Actions). Anregon beats his wings. Each creature within 15 feet of him must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. Anregon can then fly up to half its flying speed.
Description
The odor of sulfur and rot surrounds Anregon, whose swept-back horns and once grand scales draped over his decaying body define his silhouette. His presence fills the air all around him with dread and fear.
Lair and Lair Actions
Anregon's Lair
Anregon has made is lair within the undead city of Anor's tower of Dys. The tower is walled with flesh, and bones of the dead. Within Anregon uses his many resources, left over from the fall of Anor, to plot his escape from the abyss, and the eradication of all life within the realms.
Lair Actions
On initiative count 20 (losing initiative ties), Anregon takes a lair action to cause one of the following effects; Anregon can’t use the same effect two rounds in a row:
- Necrotic flames erupts from a point on the ground that Anregon 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 18 Dexterity saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. Any creature killed this way reanimated as a greater zombie.
- A tremor shakes the lair in a 60-foot radius around Anregon. Each creature other than Anregon on the ground in that area must succeed on a DC 18 Dexterity saving throw or be knocked prone.
- Anregon summons a wraith on an unoccupied space can see within 60ft.
Regional Effects
The region containing Anregon’s lair is warped by his magic, which creates one or more of the following effects:
- Creatures within 6 miles of Anregon's lair become more aggressive and hostile
- Water sources within 1 mile of the lair are supernaturally turned to blood.
- Centering around the Tower of Dis a Necrotic tempest forms encircling the area around the tower
If Anregon dies, these effects fade over the course of 1d10 days.
Previous Versions
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9/4/2020 6:33:16 PM
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12/7/2020 5:53:22 PM
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7/17/2021 6:59:28 PM
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