Gargantuan Undead (Gem), Chaotic Evil
Armor Class 20 (natural armor)
Hit Points 280 (17d20 + 102)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
23 (+6)
DEX
12 (+1)
CON
23 (+6)
INT
20 (+5)
WIS
19 (+4)
CHA
20 (+5)
Saving Throws DEX +8, CON +13, WIS +11, CHA +12
Skills Arcana +17, Intimidation +17, Perception +16, Stealth +7
Damage Resistances Cold, Poison
Damage Immunities Necrotic
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Common, Draconic, Telepathy 120 ft.
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Fabricate (1/Day). The dragon can cast fabricate, requiring no spell components and using Intelligence as the spellcasting ability.

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

Magic Resistance. The dracolich has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The dragon makes one Bite attack and two Claw attacks.

Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 10 (3d6) necrotic damage.

Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Desiccating Breath (Recharge 5–6). The dragon exhales yellowish necrotic energy in a 90-foot cone. Each creature in that area must make a DC 20 Constitution saving throw. On a failed save, the creature takes 49 (14d6) necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature’s weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn’t weakened.

Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 19):

4 / Per Day
Shield(1st)
3 / Per Day
See Invisibility(2nd)
3 / Per Day
Counterspell(3rd) Haste(3rd)
3 / Per Day
Dimension Door(4th) Greater Invisibility(4th)
2 / Per Day
Enervation(5th) Hold Monster(5th) Antilife shell(5th)
1 / Per Day
Globe of Invulnerability(6th)
1 / Per Day
True Seeing(6th)
1 / Per Day
Plane Shift(7th)
1 / Per Day
Dominate Monster(8th)
 
Font of Magic

You have 15 sorcery points that you regain when you finish a long rest. You can use your sorcery points to gain additional spell slots or sacrifice spell slots to gain additional sorcery points as a bonus action.

 
Metamagic

You gain the ability to twist spells to suit your needs.

Subtle Spell

When you cast a spell, you can spend 1 sorcery point to cast it without any S or V components.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Bonus Actions

Change Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.

Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.

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.

Claw. The dragon makes one Claw attack.

Psionics (Costs 2 Actions). The dragon uses Psychic Step or Spellcasting.

Essential Reduction (Costs 3 Actions). The dragon targets a creature or an object not being worn or carried that it can see within 60 feet of it. The target must succeed on a DC 19 Constitution saving throw or take 40 (9d8) necrotic damage. If this damage reduces the target to 0 hit points, it crumbles to dust.

Lair and Lair Actions

 

Lair Actions

On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row:

Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature.

Cancellation. The dragon chooses an active spell of 5th level or lower that it’s aware of in the lair and ends the spell.

Negative Energy Infusion. Up to two creatures the dragon can see within the lair must each succeed on a DC 15 Constitution saving throw or take 14 (4d6) necrotic damage. Negative energy then infuses the lair until initiative count 20 on the next round. While the infusion lasts, creatures in the lair other than the dragon can’t regain hit points.

 

Zenayru

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