Gargantuan Aberration, Chaotic Evil
Armor Class 22 (natural armor)
Hit Points 868 (28d20 + 252)
Speed 50 ft., fly 120 ft.
STR
30 (+10)
DEX
14 (+2)
CON
29 (+9)
INT
26 (+8)
WIS
28 (+9)
CHA
28 (+9)
Saving Throws DEX +11, CON +18, WIS +18, CHA +18
Skills Arcana +17, Deception +18, Insight +10, Perception +17, Persuasion +16, Stealth +9
Damage Vulnerabilities Radiant
Damage Resistances Force
Damage Immunities Necrotic, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Grappled, Poisoned, Restrained
Senses Blindsight 60 ft., Darkvision 120 ft., Truesight, Passive Perception 27
Languages Abyssal, Common, Draconic
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

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

Between the Realms.  Can shift Between the land of the living and Dead

Of Death.  Does not require to eat or breath.

Maddening Presence. Every round someone stays within 30ft of Zarkar they earn a point of Madness. Once someone has taken 3 points of madness they enter a Corrupted Rage and must attack their closet ally. 

Actions

Multiattack.  Zarkar can use its Capture Heart and Mind. It then makes three attacks: one with its Devour Life or Tentacle Whip  and two with its Mind Spike

Devour life. Melee Spell Attack: +17 to hit, reach 25 ft., one target. Hit: 21 (2d10 + 10) piercing damage.

Tentacle Whip Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 10) slashing damage.

Mind Spike. Zarkar attacks using a mental Spike. Ranged Spell Attack: +17 to hit, reach 120ft., one target. Hit: 21 (3d10 + 10) Psychic damage.

Capture Heart and Mind. A creature of Zarkar's choice that is within 120 feet of the it and aware of it must succeed on a DC 24 Wisdom saving throw or become under the its control for 1 Round. 

Devastaing Weapons (Recharge 4–6). Zarkar uses one of the following breath weapons.

Rotting Breath. Zarkar exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 71 (13d10) Necrotic damage on a failed save, or half as much damage on a successful one.

Dread Roar. Zarkar emits a deafening sound wave in a 90-foot cone. Each creature in that area must make a DC 24 Wisdom saving throw, taking 71 (13d10) Psychic damage on a failed save, or half as much damage on a successful one.

Maddening Roar. Zarkar exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Wisdom saving throw or go into a Corrupted Rage and must attack their closest alley.

 

Legendary Actions

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

Detect. Zarkar makes a Wisdom (Perception) check.

Wing Attack (Costs 2 Actions). Zarkar beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. It can then fly up to half its flying speed.

Mind Spike. Zarkar uses a mental Spike. Ranged Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (3d10 + 10) Psychic damage.

Rapid Regrowth. Zarkar closes wounds for: Heal: 21 (2d10 + 10).

Mythic Actions

The dragon can take 2 Mystic actions, choosing from the options below. Only one Mystic action option can be used at a time and only at the end of another creature's turn. 

Command Aid. Zarkar lets out a roar summing a Hunting Horror.

Corrupting Breath. Zarkar exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Wisdom saving throw or gain the Exhaustion level 2 Status 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.

Enthrall. A target within 60 must make a DC 12 Wisdom Saving Throw or have their mind captured  by Zarkar making them its thrall for 1 hour.

Lair and Lair Actions

Zarkar's Lair

Lair Actions

On initiative count 20 (losing initiative ties), the Aberration takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • Zarkar glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
  • One creature Zarkar can see within 120 feet of it must succeed on a DC 20 Wisdom saving throw or be compelled to entire a blind rage to attack the closest being. To escape, the creature must use its action to make a Wisdom check contested by the dragon’s. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round.

Regional Effects

The region containing Zarkar's lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of Zarkar's lair,  It can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the it upon waking.
  • Banks of horrid,  nightmare mist manifest within 6 miles of the dragon’s lair. The mist doesn’t obscure anything. It assumes haunting forms when creatures are near Zarkar or other  creatures in the mist, warning such creatures of the danger.
  • Bones and flesh are scattered within 1 mile of the dragon’s lair Reek and torment those around them, once around the bones you can hear the cries for help from the dead.

Habitat: Underdark

Blaringscorpion

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