Huge Dragon, Chaotic Evil
Armor Class 21 (natural armor)
Hit Points 262 (21d12 + 126)
Speed 50 ft., fly 90 ft., swim 50 ft.
STR
23 (+6)
DEX
14 (+2)
CON
21 (+5)
INT
17 (+3)
WIS
16 (+3)
CHA
21 (+5)
Saving Throws DEX +8, CON +11, WIS +9, CHA +11
Skills Arcana +9, Deception +11, History +9, Perception +12, Stealth +8
Damage Resistances Fire, Psychic
Damage Immunities Acid
Condition Immunities Charmed, Frightened
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Bullywug, Common, Draconic, Telepathy 1000ft, only to his brother
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Amphibious. Voaraghamanthar can breathe air and water.

Legendary Resistance (3/Day). If Voaraghamanthar fails a saving throw, he can choose to succeed instead.

Special Equipment. Voaraghamanthar wears the Twinned Crown of Yarlith which grants a +2 bonus to AC, psychic resistance, and immunity to divination, charms, and emotion altering magic. He also wears a Ring of Fire Resistance, and a Ring of Evasion.

Actions

Multiattack. The Voaraghamanthar his Frightful Presence. He then makes three attacks: one with his bite and two with his claws. He can replace the bite attack with a use of Spellcasting.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Frightful Presence. Each creature of Voaraghamanthar's choice that is within 120 feet of the dragon and aware of him must succeed on a DC 17 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 Voaraghamanthar's Frightful Presence for the next 24 hours.

Acid Breath (Recharge 5–6). Voaraghamanthar exhales acid in a 60-­foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.

Spellcasting. Voaraghamanthar casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 17): 

At will:  Shape Water, Dancing Lights, Detect Magic,

3/day each: Absorb ElementsCharm Person, Create or Destroy WaterEntangleExpeditious RetreatShield,

2/day each: Blindness/DeafnessInsect Plague, Invisibility, Plant Growth

1/day each:  Gaseous FormLife Transference, Mass SuggestionTidal Wave, Spider Climb, Vampiric TouchMislead

Reactions

Shield (3/Day). Voaraghamanthar can cast the shield 3 times a day.

Legendary Actions

Voaraghamanthar can take 4 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. He regains spent legendary actions at the start of his turn.

Detect. Voaraghamanthar makes a Wisdom (Perception) check.

Spellcasting (Costs 2 Actions). Voaraghamanthar uses spellcasting.

Tail Attack. Voaraghamanthar makes a tail attack.

Wing Attack(Costs 2 Actions). Voaraghamanthar beats his wings. Each creature within 10 feet of Voaraghamanthar must succeed on a DC 20 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The Voaraghamanthar can then fly up to half his flying speed.

Description

Voaraghamanthar is an adult black dragon known as the Black Death

Voaraghamanthar hatched as a twin with the dragon Waervaerendor, hatching in the Mhair Jungles. They destroyed their siblings and fled the nest. Despite most dragon tendencies the twins remained together, possessing an unusually strong empathic bond with their brother. The two dragons, calling themselves the Black Brothers, explored Faerun for many centuries, learning of other dragons and studying their innate talent for sorcery.

Around 1300 DR the two dragons would settle in the Mere of Dead men, attracted by the isolation of the place and legends about the hoard of the ancient black dragon Chardansearavitriol and the ancient kingdom of Myrmoran.

Now posing as a single dragon, using Voaraghamanthar's name, the Black Brothers patrol the Mere, destroying threats and seeking the Twin Crowns of Myrmoran. They take great care to hide from other dragons, believing only a dragon has the awareness to see through their ruse. They will openly speak with and negotiate with adventurers, needing small and capable tools to raid the ancient ruins.

Because of their empathic bond and acquired magic, the Black Brothers have a limited form of telepathy and can always sense the other’s emotional state regardless of distance.

Lair and Lair Actions

Voaraghamanthar resides in the Mere of Dead Men along the Sword Coast. With dominion over the local flora and fauna serving as his eyes and ears, he seeks the ruins of the fallen kingdom Myrmoran for ancient artifacts and magic.

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:

  • Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
  • Filth Burst. The dragon chooses a point on the ground it can see within 120 feet of it. A 20-foot-radius, 20-foot-high cylinder of watery filth centered on that point erupts from the ground until initiative count 20 on the next round. Each creature in the cylinder when it appears or that ends its turn there must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. The cylinder is difficult terrain.
  • Grasping Muck. Tendrils of roiling muck extend from the dragon’s lair to grasp up to three creatures of the dragon’s choice that it can see within the lair. A targeted creature must succeed on a DC 15 Strength saving throw or be restrained until initiative count 20 on the next round.
  • Noxious Gas. A bubble of swamp gas erupts in a 20-foot-radius sphere centered on a point the dragon can see within its lair. Each creature in the area must succeed on a DC 15 Constitution saving throw or be poisoned 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.
  • A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage.
  • Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Regional Effects

The region containing Voaraghamanthar’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.
  • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.
  • Fog lightly obscures the land within 6 miles of the lair.

If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days.

Habitat: Swamp

Dovenwolf

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