Large Humanoid (Dragonborn, Goblinoid), Lawful Evil
Armor Class 24 Dragonplate, Dragonshield
Hit Points 450 (20d12 + 154)
Speed 30 ft., Fly 60 ft.
STR
20 (+5)
DEX
10 (+0)
CON
18 (+4)
INT
14 (+2)
WIS
20 (+5)
CHA
16 (+3)
Saving Throws CON +10, WIS +11, CHA +9
Damage Resistances Acid, Cold, Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Lightning, Thunder
Condition Immunities Charmed, Frightened, Restrained
Senses Blindsight 10ft, Darkvision 120 ft., Passive Perception 18
Languages Abyssal, Common, Draconic, Goblin
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Multiattack. 

Azarr Kul can attack 3 times each turn. Each attack can be a Talon, a Shield or a Breath.

 

Legendary Resistance (3/day).

When Azarr Kul fails a saving throw, he can choose to succeed instead.  

 

Actions

Talon of the Ancient. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) lightning damage.

Dragonhead Shield. Melee Weapon Attack: +12 to hit, range 5 ft., one target. Hit: 13 (1d12 + 7) bludgeoning damage.

Breath of the Father. Azarr Kul exhales lightning in a 30-­foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

Breath of the Mother. Azarr Kul exhales fire in a 30-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Nimble Escape. Azarr Kul can take the Disengage or Hide action as a bonus action on each of its turns.

Aggressive. As a bonus action, Azarr Kul can move up to its speed toward a hostile creature that he can see.

Reactions

The Ancient Rage. When Azarr Kul is reduced to half hit point he immediately Uses Talon of the Ancient. The damage dice are all counted as maximum damage regardless of roll. 

Counterspell. Azarr Kul can use one of his Legendary Resistances to cast counterspell at 6th level.  

Try again. Azarr Kul can use one of his Legendary Resistances to make any enemy reroll one dice. 

Legendary Actions

Azarr Kul can take 3 Legendary Actions, choosing from the options below. Only one Legendary option can be used at a time and only at the end of another creatures turn. Azarr Kul regains spent Legendary Actions at the start of his turn. 

Tiamat's Quickening (3 Actions). Azarr Kul casts a spell. 

Talons of Tygarum (2 Actions). Electricity explodes from Azarr Kul in the shape of dragons talons. Each creature within 30 ft must make a DC 18 Strength save or take 14 (3d8) lightning damage and be pulled up to 25ft towards Azarr Kul. On a save they take half damage and are not moved. 

Whirlwind of the Abyss (1 Action). Azarr Kul each creature within 5 ft of him. Each attack is either a Talon or Shield attack. 

Gale of Speed (1 Action). Azarr Kul may move up to 30 ft without provoking attacks of opportunity. 

SuddenStrike! (1 Action). Azarr Kul uses one of his breath weapons. 

Description

Standing over ten feet tall, Azarr Kul is a terrible blend of hobgoblin and dragon. Huge bat-like wings sprout from his back and blue scales cover his hide.

Lair and Lair Actions

The Inner Sanctum.

Lair Action. The Inner Sanctum always act on initiative 20. It takes one of the following actions. 

Word-Plague of Tiamat. During this round anyone that is not a worshipper of Tiamat who wishes to cast a spell with a vocal component must make a DC 18 Charisma saving throw or it fails to cast and wastes the action/bonus action.

The Five Fingers of Doom. Each Dragon statue comes to life and shoots out a blast of energy matching its colour.

Black. 30ft line, 5ft wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.

Blue. 60ft line, 5 ft wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 28 (5d10) lightning damage on a failed save, or half as much damage on a successful one.

Green. 30ft cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.

Red. 30ft cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.

White. 30ft cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.

 

The Veil Weakens. The entirety of the Sanctum is affected by the Reverse Gravity spell until the end of the round. Each creature that hits the ceiling must pass a DC 18 Wisdom saving throw or suffer the Frightened condition until the end of the round. 

The Undoing. The Inner Sanctum uses Dispel Magic at 9th level on each of the PCs. 

Dragon Spirits of the Abyss. Every creature in the room that is not a follower of Tiamat must make a DC 20 Wisdom Save or take 14 (3d8)

The Earth Crackles. The chamber is collapsing!!! Rubble falls in set locations. Each creature under the rubble must make a DC 20 Strength Save or take 18 (5d6) on a failure or half as much on a success. Those who fail are also restrained until they or a party member makes a DC 20 Strength Check. 

 

 

 

Monster Tags: GoblinoidCult of the Dragon

Habitat: MountainUnderdark

TnTyson

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