Stench. Any creature that starts its turn within 60 feet of the dracolich greatwyrm must succeed on a DC 26 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench for 1 hour.
Chromatic Awakening (Recharges after a Short or Long Rest). If the dracolich greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 425 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the dracolich greatwyrm can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 105,000 XP (210,000 XP total) for defeating the dracolich greatwyrm after its Chromatic Awakening activates.
Spellcasting. Black Dracolich Greatwyrm is a 20th-level spellcaster. Their spellcasting ability is Intelligence (spell save DC 26, +18 to hit with spell attacks). They have the following wizard spells prepared:
Cantrips (at will): Chill Touch, Sapping Sting, Poison Spray, Ray of Frost, Toll the Dead
1st level (4 slots): Detect Magic, Magic Missile, Shield, Chaos Bolt
2nd level (3 slots): Blur, Enlarge/Reduce, Wither and Bloom, Acid Arrow
3rd level (3 slots): Counterspell, Fireball, Hold Person, Vampiric Touch, Slow
4th level (3 slots): Blight, Dimension Door, Shadow of Moil, Polymorph, Vitriolic Sphere
5th level (2 slots): Negative Energy Flood, Wall of Force
6th level (1 slot): Circle of Death, Disintegrate, Harm
7th level (1 slot): Prismatic Spray, Finger of Death, Teleport
8th level (1 slot): Control Weather, Maze, Power Word Stun
9th level (1 slot): Time Ravage
Legendary Resistance (5/Day). If the dracolich greatwyrm fails a saving throw, it can choose to succeed instead.
Undead Nature. The dracolich greatwyrm doesn’t require food, drink or need to breath.
Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 13 (2d12) force damage.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled this way at a time.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.
Breath Weapon (Recharge 5–6). The greatwyrm exhales a blast of energy in a 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw. On a failed save, the creature takes 40 (6d12) acid damage and takes 40 (6d12) necrotic damage. On a successful save, the creature takes half as much damage.
Change Shape. The greatwyrm 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 its action to end it.
The greatwyrm 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 greatwyrm regains spent legendary actions at the start of its turn.
Attack. The greatwyrm makes one Claw or Tail attack.
Wing Attack (Costs 2 Actions). The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The greatwyrm can then fly up to half its flying speed.
Arcane Spear (Costs 3 Actions). The greatwyrm creates four spears of magical force. Each spear hits a creature of the greatwyrm’s choice it can see within 120 feet of it, dealing 12 (1d8 + 8) force damage to its target, then disappears.
If the greatwyrm’s Chromatic Awakening trait has activated in the last hour, it can use the options below as legendary actions.
Bite. The greatwyrm makes one Bite attack.
Chromatic Flare (Costs 2 Actions). The greatwyrm flares with elemental energy. Each creature in a 60-foot-radius sphere centered on the greatwyrm must succeed on a DC 26 Dexterity saving throw or take 14 (3d8) acid damage, and take 10 (2d8) necrotic damage.
Description
After the awe of seeing a dragon of this magnitude the terror of it sets in. A greatwyrm cursed with undeath, organs missing, scales lusterless, the deep ghostly glow of its eyes and the smell of rot and decay. One of the greatest has fallen to undeath. Often the lure of power is to great to be resisted and in the end even the greatest may still fall victim to it. Greatwyrms would never dream of tainting their noble flesh. However there are some who risk everything to have the world in their claws. Even then... did they choose this path or did another choose for them? If so who could force one of the greatest members of dragon kind to follow this path? What greater evil lays in wait?
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