Amphibious The dragon can breathe both air and water.
Spellcasting. The Corrupted dragon is a level 3 spellcaster. Its spellcasting ability is STR (spell save DC 22, +12 to hit with spell attacks). The dragon has following sorcerer spells prepared:
- Cantrips (at will): sapping sting, mind spike
- 1st level (4 slots): command
- 2st level (2 slots): suggestion, detect thoughts
Legendary resistance: 5/day
Hunger of souls - Mythic trait : When the dragon reaches 50 temp HP for the first time on the day its mythic trait is activated until the dragon is below 1/4 health. When this happens, the dragon: gains an additional 200 temp HP, is fully healed, doubles in size and gets a +4 to all its scores.
Spell resistant scales: The dragon has advantage on all saving throws against spells and all spell attacks against it have disadvantage.
Magic weapons. The dragon's weapon attacks count as magical for the purpose of overcoming resistances and immunities.
Multiattack. The dragon makes 2 consume soul actions, 2 claw attacks and 1 bite attack. It may replace any of the bite attacks with, if available, energy breath or pulse wave.
Consume soul. The dragon chooses 1 creature within 30ft, that creature must succeed a DC 17 CON save or have it's soul consumed by the dragon. Every time the Corrupted dragon consumes a soul it gains temporary hit points equal to the CR / Level of the creature's soul consumed. If this attack succeeds then the creature's INT CHA and WIS are reduced to 3 and they take 105(10d10) necrotic damage. This effect can only be undone by a wish or a level 9 greater restoration.
Claws. Melee Weapon Attack: +14 to hit, reach 20 ft., 1 target. Hit: 49 (4d20 + 5) slashing damage. If the dragon's mythic trait is active then add 22 (2d20) force damage.
Bite. Melee Weapon Attack: +14 to hit, reach 20 ft., 1 target. Hit: 71 (6d20 + 5) slashing damage. If the dragon's mythic trait is active then add 33 (3d20) force damage. If the target is a Large or smaller creature, it must succeed on a DC 19 STR saving throw or be swallowed by the dragon. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the dragon, and it takes 42(12d6) acid damage at the start of each of the dragon's turns.
If the dragon takes 60 damage or more on a single turn from a creature inside it, the dragon must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the dragon dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
Recharge 5-6: Energy breath. If the dragon's mythic trait is active then it may perform this attack. Area of effect attack: 120ft cone. Each creature within range must make a CON save or take 84 (12d12) force damage with half on a success.
Pulse wave: If the dragon's mythic trait is active then it may use this attack. Each creature within 15ft of the dragon must make a CON save or take 42(6d12) force damage with half damage on a success.
The dragon can take 5 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. The dragon regains spent legendary actions at the start of its turn.
Consume soul. The dragon uses its consume soul ability.
Claws. The dragon uses its claw attack.
Bite (3 actions). The dragon uses its bite attack.
While the dragon's mythic trait is active, the dragon can use its mythic actions as legendary actions.
Pulse wave (3 actions). The dragon uses its pulse wave ability.
Energy breath (3 actions). The dragon uses its Energy breath ability if available.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
- Armour of shadows - the dragon gains +3 to its AC until it takes a different legendary action.
- Armies of illithids - the dragon summons 1d4 mind flayers and 1d12 intellect devourers.
- Ambassador of the corrupt - the dragon casts dominate monster on 1 creature within 1 mile. If the dragon were to dominate a different creature, then the spell on the first creature ends.
Regional Effects
The region containing the legendary dragon’s lair is shrouded in darkness, which creates one or more of the following effects:
- All creatures within 1 mile must succeed a DC 18 WIS save or be frightened the first time they enter the area.
- All food within 1 mile ages 20 times faster; quickly becoming rotten.
If the dragon dies, these effects fade over the course of 1d20 days.
Comments