Large Dragon, Neutral Evil
Armor Class 21 (natural armor)
Hit Points 385 (22d20 + 154)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR
27 (+8)
DEX
12 (+1)
CON
25 (+7)
INT
20 (+5)
WIS
17 (+3)
CHA
19 (+4)
Saving Throws DEX +8, CON +14, WIS +10, CHA +11
Skills Deception +11, Insight +10, Perception +10, Persuasion +11, Stealth +8
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages Common, Draconic
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Amphibious. The dragon can breathe air and water.

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

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon 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 the dragon's Frightful Presence for the next 24 hours.

Soul Tear (Recharge 7). The dragon's breath emits in a 90-­-foot line 10-feet wide. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) necrotic damage on a failed save, or none on a successful one.

Legendary Actions

The dragon 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. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

An ancient draconic lich, the dragon Durnehviir has been trapped in the Soul Cairn for eternity by the trickery of the Ideal Masters. Tasked to guard the Vampire Valerica Volkihar in exchange for necromantic powers, Durnehviir agreed, without having been told of his charge's immortality. He has rotted away, what was once a glorious purple-black menace of Tamriel is now a rotted, decaying relic, forgotten by time.

Lair and Lair Actions

The Soul Cairn is one of many possible afterlives for the denizens of Nirn. Black rock and gray sand coat the landscape, while the grey sky is tinged with purple mist and regularly split by lightning.

Mausoleums of the same black stone litter the plains, three spires floating in the sky form a triangle, and at the center of this sits a large Boneyard, surrounded by a magical barrier that prevents entrance or exit.

Lair Actions

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

  • Bonemen, Wrathmen and Mistmen can be summoned to fight for the lich. An assortment of 5 are summoned, determined by rolling 5d6. 1/2=Mistmen, 3/4=Boneman, 5/6=Wrathman
  • Frost coats the arena, all within 100-feet of the dragon must succeed on a DC 10 Constitution saving throw or have all speed halved, and be unable to use reactions or make opportunity attacks.

Regional Effects

The Soul Cairn is the realm of the Ideal Masters, and contains all manner of Undead and Trapped Souls.

  • Three spires floating in the skies form a triangle around the central Boneyard, pillars of purple fire shooting from them. Upon these spires rest the Keepers, they must be defeated for the barrier to the Boneyard to fall.
  • Four lightning rods can be found, beneath each of the spires and one atop the Reaper's lair. Activating these rods summons a group of guardians, once defeated the Rod will allow the enchantment of one weapon.
  • At the end of a barrier wall rests the Reaper's Lair.

 

Habitat: Underdark

Arthfael_Cadeyrn

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