Gargantuan Dragon, Neutral Evil
Armor Class 23 natural armor
Hit Points 780 (40d20 + 360)
Speed 40 ft., swim 40 ft., fly 80 ft.
STR
29 (+9)
DEX
14 (+2)
CON
29 (+9)
INT
30 (+10)
WIS
17 (+3)
CHA
25 (+7)
Saving Throws DEX +10, CON +17, INT +18, WIS +11
Skills Arcana +19, Deception +23, Insight +12, Perception +12, Stealth +11
Damage Resistances Poison, Psychic, Thunder
Damage Immunities Acid, Lightning
Condition Immunities Blinded, Charmed
Senses Darkvision 120 ft., Truesight 60 ft., Passive Perception 22
Languages Abyssal, Celestial, Common, Draconic, Elvish, Infernal, Primordial
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

Legendary Resistance (3/Day). If Zil'ifar fails a saving throw, he can choose to succeed instead.

Shock Aura. Any creature that starts its turn within 15 feet of Zil'ifar suffers 14 (4d6) lightning damage.

Lightning Absorption. Whenever Zil'ifar is subjected to lightning damage, he takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

Mind Like A Maze. Zil'ifar can maintain concentration on two different spells at the same time. In addition, he has advantage on saving throws to maintain concentration on spells, and cannot have his mind read against his will.

Mechanical Redundancies. If Zil'ifar is subjected to a critical hit, roll (1d6) The hit is changed to a normal hit on the result of a 5 or 6.

Just a Subtle Change. When Zil'ifar casts a spell that deals damage, he can change the spell’s damage to cold, fire, force, lightning, or thunder.

Magic Resistance. Zil'ifar has advantage on saving throws against spells and other magical effects.

Spellcasting. Zil'ifar is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 27, +19 to hit with spell attacks). He has the following wizard spells prepared:

Cantrips (at will): chill touch, frostbite, infestation, ray of frost, toll the dead

1st level (at will): detect magic, magic missile, shield, thunderwave, unseen servant

2nd level (at will): blur, dust devil, ray of enfeeblement, Tasha's mind whip

3rd level (at will): counterspell, dispel magic, sending, slow, spirit shroud

4th level (at will): blight, Evard's black tentacles, sickening radiance

5th level (4 slots): cloudkill, enervation, immolation, synaptic static

6th level (3 slots): circle of death, disintegrate, true seeing

7th level (3 slots): Mordenkainen's sword, reverse gravity, teleport

8th level (2 slots): Abi-Dalzim's horrid wilting, illusory dragon, maze

9th level (2 slots): blade of disaster, time stop

Actions

Multiattack. Zil'ifar makes three attacks: one with his bite and two with his claws.

Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9) piercing damage plus 14 (4d6) acid damage.

Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 14 (2d4 + 9) slashing damage plus 14 (4d6) lightning damage.

Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 16 (2d6 + 9) bludgeoning damage plus 14 (4d6) force damage.

Acid Breath (Recharge 5–6). Zil'ifar exhales acid in a 90-foot line that is 10 ft. wide. Each creature in that area must make a DC 26 Dexterity saving throw, taking 91 (26d6) acid damage on a failed save, or half as much damage on a successful one.

Frightful Presence. Each creature of Zil'ifar's choice that is within 120 feet of him and aware of him must succeed on a DC 23 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 Zil'ifar's Frightful Presence for the next 24 hours.

Legendary Actions

Zil'ifar 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. Zil'ifar regains spent legendary actions at the start of his turn.

At-Will Spell. Zil'ifar casts one of his at-will spells.

Tail Attack. Zil'ifar makes a tail attack.

Deathstorm Array(Costs 2 Actions). Zil'ifar discharges the array of lightning projectors on his back that have taken the place of his wings. Each creature within 15 feet of him must succeed on a DC 25 Dexterity saving throw or take 18 (2d8 + 9) lightning damage and be knocked prone. Zil'ifar can then fly up to half his flying speed.

Recharge (Costs 3 Actions). Zil'ifar regains a spell slot of 4th level or lower.

Description

The ruler of Wightfell, Zil'ifar the Black, is a black dragon millenia old, and has been engaging in experiments for centuries, cloning, and augmenting lesser species with the essence of his own kind.

Zili'far the Black’s Traits

Personality:  "I demonstrate my brilliance through the cruel subtlety of my actions."
"Subjugating others is preferable to destroying them. Thralls make life so much more pleasant."

Ideal. “There’s no need to rush a poorly constructed plan when time is on your side.”

Bond. “My machinations with the Bloodlord will be brought to fruition, and we will bring forth an era of unimaginable darkness.”

Flaw. “Your finite lives and finite minds are all beneath me.”

Lair and Lair Actions

Lair Actions

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

  • Zil'ifar rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens..
  • A cloud of minute constructs fills a 20-foot-radius sphere centered on a point Zil'ifar chooses within 120 feet of himself. The cloud spreads around corners and remains until he 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 15 Constitution saving throw, taking 10 (3d10) piercing 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 (3d10) piercing damage.
  • Magical darkness spreads from a point Zil'ifar chooses within 60 feet of himself, filling a 15-foot-radius 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.

Regional Effects

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

  • The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.
  • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of Zil'ifar that drink such water regurgitate it within minutes.
  • Creatures that spend a year within 10 miles of Zil'ifar’s lair are filled with listless despair.
  • Trilling, obnoxious birds, bugs, and reptiles follow any Humanoid creatures unknown to Zil'ifar within 6 miles of the lair, imposing disadvantage on Dexterity (Stealth) checks. This can suppress this effect at will, by Zil'ifar.

If Zil'ifar dies, vegetation remains as it has grown, but other effects fade over 1d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
9/9/2021 4:12:25 AM
2
0
--
Coming Soon
9/9/2021 11:41:22 PM
5
0
--
Coming Soon
9/22/2021 3:28:52 PM
6
0
--
Coming Soon
11/1/2021 10:47:42 PM
8
0
--
Coming Soon
Gruntjoe

Comments

Posts Quoted:
Reply
Clear All Quotes