Evasion. When Chorvingath is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Legendary Resistance (3/Day). If Chorvingath fails a saving throw, he can choose to succeed instead.
Reliable Talent. Whenever Chorvingath makes an ability check that lets him add his proficiency bonus, he can treat a d20 roll of 9 or lower as a 10.
Multiattack. Chorvingath makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 8) piercing damage plus 11 (2d10) poison damage.
Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 20 (3d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 13 (1d8 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be knocked prone.
Shadow Breath (Recharge 5–6). Chorvingath exhales a cloud of spores in a 90-foot cone. Each creature in that area must make a DC 22 Wisdom saving throw. On a failed save, the creature takes 60 (10d10) necrotic damage, and it is frightened of Chorvingath for 1 minute. On a successful save, the creature takes half as much damage with no additional effects. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Change Shape. Chorvingath magically transforms into any creature that is Medium or Small, while retaining his game statistics (other than its size). Typically, Chorvingath chooses the form of a Human or Dragonborn named Alexei. This transformation ends if he is reduced to 0 hit points or uses his bonus action action to end it.
Cunning Action. Chorvingath can take a bonus action on each of his turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Chorvingath can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Chorvingath regains spent legendary actions at the start of its turn.
Commanding Spores. Chorvingath releases spores around a creature within 30 feet of it that it can see. The target must succeed on a DC 22 Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If no creatures are within reach, or the target can’t take a reaction, it takes 11 (2d10) necrotic damage.
Tail. Chorvingath makes one Tail attack.
Spore Salvo (Costs 2 Actions). Chorvingath releases poisonous spores around a creature within 30 feet of it that it can see. The target must succeed on a DC 22 Constitution saving throw or take 28 (8d6) poison damage and become poisoned for 1 minute. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Paralyzing Breath (Recharge 6) (Costs 3 Actions). Chorvingath exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or be paralyzed 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.
Description
Chorvingath's black-and-silver hide is smooth like a salamander’s, and his eyes are pale. Fungi blooms across his skin, especially around the head and neck. His wings are attached to his front legs and can fold in close to the body, allowing him to easily maneuver through relatively narrow tunnels.
Chorvingath hoards secrets. He delights in knowledge of all forms - especially forbidden or long-lost knowledge of bygone ages. The Clasp sects in Wildemount unknowingly answer to Chorvingath, as the Spireling of Secrets, in the form of a slender humanoid named Alexei who goes by the codename "the Baron" (often a Dragonborn or Human). This growing spy network is one primary method of acquiring and hoarding the knowledge he covets beyond all else. He seeks out new insights and tricks that they can use against other denizens of the Underdark, preferring social manipulation and crafty dealmaking to exerting themselves in combat. Chorvingath is always willing to bargain for knowledge he lacks.
Centuries ago, an Adult Silver Dragon found themselves lost in the Underdark after their adventuring party perished to a Drow raid. Enraged, the Adult Silver Dragon annihilated the Drow and sacked their fortress. An Ancient Deep Dragon had been their patron. While the Silver Dragon was still wounded, the Deep Dragon ambushed them. Still blind with fury and acting contrary to their nature, the SIlver Dragon retaliated and forced themselves upon the Deep Dragon in an unholy union of chromatic and metallic. Ashamed of their actions, the Silver Dragon ended their own life. Left with a clutch of eggs, the Deep Dragon hid them in a cave near the surface and fled deep into the Underdark.
Chorvingath and his siblings hatched from these eggs - alone and afraid on the surface of Taldorei near the elven capital of Syngorn. Whether it be from local elven warriors or other powerful creatures, one-by-one, Chorvingath's siblings perished during their first century of life. Chorvingath survived by embedding himself as the pet of a nomadic barbarian tribe roving the forests. Once Chorvingath became a young adult dragon, he felt confident in his own abilities and learned the natural ability to shape change. Turning into a human and naming himself Alexei, he went to Emon and joined the Clasp.
Over the next century, Chorvingath established a reputation as an exceptional humanoid Rogue. Eventually, he was assigned to establish a foothold for the Clasp on Wildemount by Torrio, the Spireling of Secrets in Emon and mentor to Chorvingath during his time in Emon. Being well aware of Wildemount's connection to the Calamity and Age of Arcanum, Chorvingath relished the opportunity to unearth the continent's secrets.
Once moving to Wildemount, Chorvingath stealthily assaulted the lair of an Elder Brain Dragon and its Mindflayer colony. They had been living in the skull of a dead deity buried in a mountain. After uprooting the colony and slaying their Elder Brain Dragon, Chorvingath claimed the carcass as his first lair. The carcass rests somewhere in the Wastes of Xhorhas on the continent of Wildemount. By steeping in the magics of the long-dead deity, Chorvingath has acquired significant powers beyond that of a normal Adult Deep Dragon. Using cunning and wit, Chorvingath has been able to topple dragon rivals who are many centuries his senior and claim their hoard.
Ever since claiming his lair, Chorvingath has been working to establish a deeply rooted spy network across the entirety of Wildemount - installing his own spirelings in Assarius, Port Zoon, Draconia (now Xarzith Kitril), and Zadash. All of this effort has been spent seeking the knowledge and secrets of Exandria, and Chorvingath's hunger for knowledge is never ending.
Lair and Lair Actions
Chorvingath’s Lair
Chorvingath's primary lair is inside the corpse of a long-dead deity. The deity is buried in a mountain, but the skull is still visible high up the side of the mountain. Once found, the skull serves as the only obvious entrance to his lair but is nearly inaccessible without the ability to fly. Chorvingath's lair covers most of the mountain on the surface and stretches deep under it. The corpse is filled with well-hidden caves and underground swamps, and these sites are often inaccessible without the ability to dive underwater and through a toxic bog. The lair is filled with secret passages and hiding places that allow Chorvingath and his followers to escape or ambush visitors if the need arises. Chorvingath's lair is well-cultivated and abounds with Underdark fungi and plants, with the floor, walls, and ceiling covered in carpets of mold and moss - often featuring larger mushrooms and plants in neatly organized displays. His lair is home to a massive colony of Kobolds and several tribes of Troglodytes. These Kobolds and Troglodytes are more efficient and more durable than most creatures of their species due to the magics of the deity corpse and Chorvingath permeating the lair. Finally, a number of oozes roam the lair clearing up unwanted organic debris and living in the underground swamps.
The challenge rating of Chorvingath increases by 1 when he is encountered in his lair.
Lair Actions
On initiative count 20 (losing initiative ties), Chorvingath can take one of the following lair actions but can’t take the same lair action two rounds in a row:
Deep Torpor. Chorvingath casts the Slow spell, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 22). The spell ends early if Chorvingath uses this lair action again or if he dies.
Frigid Gust. A blisteringly cold wind blows through the lair near Chorvingath. Each creature within 120 feet of him must succeed on a DC 16 Constitution saving throw or take 5 (1d10) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.
Mossy Sludge. Chorvingath conjures sludge-like moss that briefly covers surfaces in the lair. The ceiling, floor, and walls of the lair become difficult terrain until initiative count 20 on the next round.
Toxic Spores. Chorvingath fills a 20-foot cube it can see within 120 feet of itself with toxic spores. Each creature in that area must succeed on a DC 16 Constitution saving throw or take 14 (4d6) poison damage and be poisoned until the end of its next turn.
Regional Effects
The region surrounding Chorvingath’s lair is altered by his magic, creating one or more of the following effects:
Cloud Crafting. Given days or longer to work, Chorvingath can make clouds and fog within his lair as solid as stone - forming structures and other objects as he wishes.
Preservation of Knowledge. Books, letters, and any other physical forms of writing within 6 miles of his lair become magically charged and can’t be damaged by nonmagical means.
Restless Sleep. When a creature finishes a long rest within 6 miles of the lair, the creature must first succeed on a DC 12 Constitution saving throw or be unable to reduce its level of exhaustion. Creatures immune to the poisoned condition are immune to this effect.
Verdant Growth. Vegetation and fungi within 6 miles of his lair grow faster and cover a greater area than they normally would. Foraging in this area yields twice the usual amount of food.
Weather Manipulation. Once per day, Chorvingath can alter the weather in a 6-mile radius centered on his lair. He doesn’t need to be outdoors; otherwise, the effect is identical to the Control Weather spell.
If Chorvingath dies, these effects fade over the course of 1d10 days.
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