Gargantuan Undead, 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 Intimidation +17, Perception +16, Stealth +9
Damage Resistances Cold, Necrotic
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Common, Draconic
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Undead Fortitude. The Dracolich doesn't require air, food, drink or sleep.

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

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

Actions

Multiattack. The dragon 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 15 ft., one target. Hit: 19 (2d10 + 6) piercing damage plus 9 (2d8) acid damage.

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 6) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 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 dragon's Frightful Presence for the next 24 hours.

Desiccating Breath (Recharge 5–6). The dragon exhales yellowish necrotic energy in a 90-foot cone. Each creature in that line must make a DC 20 Dexterity 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):

1/day each: Tether Essence, Soul Cage, antilife shell, bane, control water.

Bonus Actions

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.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

Topaz dragons dwell where the sea meets the land, favoring sites where the constant action of the waves and tides is slowly reducing the land to gravel. They make their lairs in caves set into sea cliffs, or beneath salt marshes where fresh water and sea water mingle, constantly grappling with their dislike of water to use flooded tunnels as secure entrances into their homes. They keep the interior chambers of their lairs meticulously dry.

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:

  • 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.

Regional Effects

The region surrounding a legendary topaz dragon’s lair is altered by the dragon’s magic, creating one or more of the following effects:

  • Natural stone within 6 miles of the lair grows plentiful crystal formations and veins of topaz gemstones, particularly underground.
  • Negative Energy. When a creature finishes a long rest within 6 miles of the lair, the creature must first succeed on a DC 15 Constitution saving throw or be unable to reduce its levels of exhaustion or regain spent Hit Dice. Creatures resistant or immune to necrotic damage are immune to this regional effect
  • Thriving Wildlife. Giant squid are attracted to the sea within 6 miles of the lair, migrating and hunting there in large numbers.
  • Watery Sight. Water within 6 miles of the lair is a conduit for the dragon’s psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components and targeting any body of water in that region.

If the dragon dies, the population of giant squid in the region returns to normal levels over the course of 1d10 days. The existing abundance of crystals and topazes remains, but new ones form at a normal rate.

Monster Tags: undead

Habitat: CoastalMountainSwampUnderdark

DankMeister

Comments

Posts Quoted:
Reply
Clear All Quotes