Huge Dragon, Chaotic Evil
Armor Class 19 Natural Armor
Hit Points 225 (18d12 + 108)
Speed 40 ft., Fly 80 ft., Burrow 30 ft.
STR
25 (+7)
DEX
10 (+0)
CON
23 (+6)
INT
10 (+0)
WIS
12 (+1)
CHA
4 (-3)
Saving Throws DEX +5, CON +11
Skills Perception +0, Stealth +0
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Tremorsense 100 ft., Passive Perception 24
Languages --
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

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

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

Effluvial Aura. Any creature that starts its turn within 30 feet of the Vaal Hazak must succeed on a DC 21 Constitution saving throw or take 14 (4d6) necrotic damage and grant the Vaal Hazak advantage on attack rolls against it until the start of the creature’s next turn. Undead are immune to this aura.

Actions

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

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) necrotic damage.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

Frightful Presence. Each creature of the Vaal Hazak’s choice that is within 120 feet of the Vaal Hazak and aware of it must succeed on a DC 18 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 Vaal Hazak’s Frightful Presence for the next 24 hours.

Effluvium Breath (Recharge 5–6).The Vaal Hazak exhales effluvium in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20. Constitution saving throw, taking 66 (12d10) necrotic damage on a failed save, or half as much damage on a successful one.

Legendary Actions

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

Detect. The Vaal Hazak makes a Wisdom (Perception) check.

Tail Attack. The Vaal Hazak makes a tail attack.

Wing Attack (Costs 2 Actions). The Vaal Hazak beats its tattered wings. Each creature within 10 feet of the Vaal Hazak must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. After beating its wings this way, the Vaal Hazak can fly up to half its flying speed.

Description

A grotesque, rotting dragon that inhabits swamps or parts of the Underdark that are filled with bones and rotting flesh. It uses a fatal vapor to kill creatures around its lair that would eat its prey. This also ends up killing prey as well. Smaller creatures become diseased and violent, warding off adventurers that would kill it.

Lair and Lair Actions

Regional Effects

The region containing a Vaal Hazak’s lair is warped by its deathly presence. Bones lay strewn about in piles which the Vaal Hazak sleeps under. This evil influence creates one or more of the following effects:

  • Thick vines and briars grow 1 mile of the dragon’s lair. The vines act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the vines, with every 1 foot a creature moves costing it 4 feet of movement.
    Each 10-foot-cube of vines has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage.
  • Within 1 mile of its lair, clouds of toxic effluvium float on the ground like fog. 

    When a creature enters the effluvium fog for the first time or starts a turn there, that creature must make a DC 14 Constitution saving throw. The creature takes 1d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe. The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings. A wind of moderate or greater speed (at least 10 miles per hour) disperses it for 1 minute, after which the fog closes back in.

  • Beasts within 1 mile of the Vaal Hazak’s lair are diseased and violent. If a player is attacked by a beast, they must make a DC 14 Constitution saving throw, becoming poisoned for 24 hours on a failed save. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator.

If the Vaal Hazak dies, the beasts lose their diseased state and the effluvium fog disperses after 1d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
3/22/2019 6:49:37 PM
20
0
--
Coming Soon

Habitat: SwampUnderdark

GrumpaDiggs

Comments

Posts Quoted:
Reply
Clear All Quotes