Amphibious. Uzilath can breathe air and water.
Legendary Resistance (3/Day). If Uzilath fails a saving throw, it can choose to succeed instead.
Eldritch mind cone. Uzilath's Main eye inside the 'mouth' emit an invisible, magical 150-foot cone of Eldritch energy. At the start of each of its turns, Uzilath decides which way the cone faces and whether the cone is active.
Any creature in that area cannot regain hit points.Any humanoid that ends its turn inside of this cone must succeed on a DC 17 Wisdom or Constitution saving throw. on a failed save, the humanoid(s) suffer 45 (10d8) Psychic damage.
If the Humanoid is reduced to 0 Hit points within the cone, they must succeed on another DC 17 Wisdom or Constitution. On a failed save, the humanoid contorts and is transformed into an eldritch zombie under Uzilath's control.
Multiattack. Uzilath can use its Frightful Presence. It then makes three attacks: one with bite or a chosen eye ray on the body and two with its claws.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (3d10 + 8) piercing damage plus 10 (3d6) necrotic 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 Uzilath'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 Uzilath's Frightful Presence for the next 24 hours.
Eye Rays. Uzilath shoots one of the following magical eye rays at random (reroll duplicates), choosing one target it can see within 120 feet of it:
- Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or Uzilath moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the Uzilath’s next turn or until the Uzilath is incapacitated.
If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. Uzilath can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. - Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
- Petrification Ray. The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
- Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.
The Uzilath 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 Uzilath regains spent legendary actions at the start of its turn.
Detect. Uzilath makes a Wisdom (Perception) check.
Tail Attack. Uzilath makes a tail attack.
Eye Ray. Uzilath uses one random eye ray.
Eldritch step (Costs 2 Actions). Uzilath can magically teleport up to 35 feet to an unoccupied space it can see. While doing so, Uzilath becomes invisible and can attempt to drive a disorienting spike of psychic energy into the mind of one creature it can see within range. The target must succeed on a DC 16 Intelligence saving throw or take 2d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of its next turn.
Phoenix of the Deep. If Uzilath has been reduced to 0 hit points but has not had its main eye within the 'mouth' completely destroyed or removed from the main body, Uzilath may use this mythic ability
A booming energy emits from the body of Uzilath as it raises from its deathly slumber. All creatures within 45 ft of Uzilath's body must succeed a DC 17 Strengh saving throw or suffer 2d6 Force damage. On a failed save, the creature(s) are thrown back 15ft. Uzilath regains all Hit points and Legendary Actions.
*Uzilath is considered dead before this effect takes place for the sake of any conditions that fail on its death.
Description
A Parasitic Eldritch mass created from chucks of the great Ghatanotha that bubbled to the surface, Uzilath sees itself as free from Ghatanotha's "prison" but only knows of chaos that runs through its blood. Uzilath takes hold of an Alligator Dragon if finds within the Swamps it emerged in. It sees the swamps as its new kingdom to rule and create its invisioned new world of eldritch horror. It feels it has its own free will, but it truly only knows of minor adaptations of the wills for the Great Old Ones.
Lair and Lair Actions
The Swamp-loving Uzilath sometimes compete for territory with black dragons in marshy woods. However, a Swamp controlled by Uzilath is easy to spot. A perpetual fog hangs in the air of Uzilath's swamp with lingering wispers and unrecognizable speech in the air, carrying an acrid whiff of the creature’s spoiled blood. The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the Swamp. The light that reaches the forest floor carries an emerald green cast, and every sound seems muffled.
At the center of its Swamp, Uzilath chooses a crater or large open wetland for its lair, preferring an area hidden from prying eyes in a deep fog. Mostly seeks out lands concealed behind Deep Fog, or partly submerged caverns that can be accessed through lakes or streams. Sometimes concealing the entrance to its lairs with vegetation.
Lair Actions
On initiative count 20 (losing initiative ties), the Uzilath takes a lair action to cause one of the following effects; Uzilath can’t use the same effect two rounds in a row:
- Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that Uzilath can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when Uzilath uses this lair action again or when Uzilath dies.
-
Squirming, ebony tentacles fill a 20-foot square on ground that Uzilath can see within 90ft range. For the duration, these tentacles turn the ground in the area into difficult terrain.When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a DC 15 Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles. A creature must succeed a DC 15 Strengh or Dexterity saving throw at the beginning of each of its turns or remain restrained . On a success, it frees itself. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.The tentacles evaporate melt away when Uzilath uses this lair action again or when Uzilath dies
- Magical fog billows around one creature Uzilath can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by Uzilath until initiative count 20 on the next round.
Regional Effects
The region containing Uzilath's lair is warped by its Eldritch magic, which creates one or more of the following effects:
- Thickets form labyrinthine passages within 1 mile of Uzilath’s lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a DC 15 Intelligence saving throw once each round it’s in contact with the thickets or take 3 (1d6) psychic damage from whispers through the thickets.
Each 10-foot-cube of thickets 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, Uzilath leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from Uzilath’s path.
- Rodents and birds within 1 mile of the Uzilath’s lair serve as Uzilath’s eyes and ears and appear disfigured with traits of tenticles, slimy skin , and multiple eyes. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator. Any large predator still present appears dead and covered in mold spores and eldritch traits of the DM's discretion.
If Uzilath dies, the rodents and birds lose their supernatural link to it and melt into puddles of slime. The thickets remain, but within 1d10 days, they become mundane plants and normal difficult terrain, losing their thorns.
Comments