Maw of the Dragon Scourge (Mythic Trait; Recharges after a Short or Long Rest). When Arcturus is reduced to 0 hit points, he doesn't die or fall Unconscious. Instead, the damage causes the aquamarine crystals covering his body to shatter, exposing his scars from The Three Titans' Clash, and freeing him from the weight keeping him trapped in the Vescovo Trench. Arcturus regains 205 hit points, and the only way to kill him is to reduce his scars to 0 hit points. His scars have 125 hit points, and an AC of 23. He has three scars: one on top of his skull, one between his wings, and one on his belly. Reducing his main body to 0 hit points again will force him to make a Constitution Saving Throw. On a failure, he regains 4d100 hit points, and his swim speed is 80 until the end of his next turn. On a success, he regains 1d100 hit points, and his swim speed is unaffected.
Amphibious. Arcturus can breathe air and water.
Legendary Resistance (3/Day). If Arcturus fails a saving throw, he can choose to succeed instead.
Prisoner of the Deep. Arcturus is immune to the damage caused by the cold and pressure inherent to most layers of the Vescovo Trench.
Magic Resistance. Arcturus has advantage on saving throws against spells and other magical effects.
Dude's Swole. Arcturus has STR and CON scores of 32.
Titanskin. Arcturus has resistance to every damage type, unless that damage is dealt by a Vestige (such as Swamp Snake's Fang, Laevatain's Tooth, or the Slayer of the Forest Eater) expending charges.
Multiattack. Arcturus can use his Frightful Presence. He then makes four attacks: one with his bite, two with his claws, and one with his tail.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 9); piercing damage plus 9 (2d8) acid damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 9) bludgeoning damage.
Frightful Presence. Each creature of Arcturus's choice that is within 120 feet of him 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 Arcturus's Frightful Presence for the next 24 hours.
Acid Breath (Recharge 5–6). Arcturus 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 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.
Arcturus can take 4 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.
Charge. Arcturus moves up to half his speed.
Detect. Arcturus makes a Wisdom (Perception) check.
Tail Attack. Arcturus makes a tail attack.
Wing Attack (Costs 2 Actions). Arcturus beats his wings. Each creature within 15 feet of him must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be stunned. Arcturus can then swim up to half his swimming speed.
Acid Breath (Costs 2 Actions). Arcturus uses his Acid Breath, if he has it available.
If Arcturus' mythic trait is active, he can use the options below as legendary actions for 1 hour after using Maw of the Dragon Scourge.
Aquamarine Burst. Arcturus quickly shoots out a burst of aquamarine crystals, causing each creature within 30 feet of him to make a DC 23 Dexterity Saving Throw, taking 4d10 piercing damage on a failed save or half as much on a successful save. Until the start of his next turn, Arcturus and his scars have a +3 bonus to AC, but move 20 feet slower (40 feet slower when dashing).
Hunger of the Scourge. Arcturus chooses an enemy and makes a Bite attack against them, dealing 4d10+16 piercing damage and 4d8 acid damage on a hit, and healing either his main body for half as much piercing damage as he deals, or one of his scars. If he lands a Critical Hit, he swallows the enemy as well, causing them to take an additional 2d8 damage every time they begin their turn, until they either escape Arcturus' gullet or die.
Description
The following description applies to the activation of Arcturus' Mythic Trait:
The Ancient and terrifying black dragon lets out a strangled cry and falls to the ocean floor, unmoving. You advance to provide one final strike, when his eyes bolt open, he stands on his hind legs, and roars, in a way incomparable to anything else you have heard. The aquamarine crystals growing out of his body at various points shatter and the pieces drift in the water, alongside the massive amount of silt, sand, rocks, and other debris that his re-awakening shoved off. You see three massive scars on his body; one on his head, that looks like it was caused by a jagged claw swiping at him; one in between his wings on his back, that looks like another massive creature bit him; and one on his belly, which looks as if he was gutted. He shakes his wings, appears to take a moment to realize something, grins at you, and then leaps above you, quickly swimming towards the surface.
Lair and Lair Actions
Arcturus laid trapped in the silt, sand, and rock of the Serpent's Deep for nearly four and a half centuries. As a result, his magic has connected him deeply to this land, though the influence of the Laevatain even deeper in the Trench hampers this effect somewhat.
Lair Actions
On initiative count 20 (losing initiative ties), Arcturus takes a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
- Arcturus beats his wings, causing silt, sand, and rock to get thrown around in the water. Every hostile creature in the area, a 45 feet radius, 50 feet tall, sphere within 25 feet of Arcturus, must make a DC 21 Constitution saving throw or be blinded for two rounds, at the end of Arcturus' turn.
- A cloud of swarming isopods fills a 20-foot-radius, 30-foot-tall sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until Arcturus 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 20 Constitution saving throw, taking 10 (4d12) piercing and 1d4 acid 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 (4d12) piercing and 1d4 acid damage.
- Magical darkness spreads from a point Arcturus chooses within 60 feet of him, filling a 15-foot-radius, 25-foot-tall sphere until he 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
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