Legendary Resistance (5/Day). If Zolzrenth fails a saving throw, he can choose to succeed instead.
Living Shadow. While in dim light or darkness, Zolzrenth has resistance to damage that isn’t force, psychic, or radiant.
Shadow Stealth. While in dim light or darkness, Zolzrenth can take the Hide action as a bonus action.
Sunlight Sensitivity. While in sunlight, Zolzrenth has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack. Zolzrenth can use its Frightful Presence. He then makes three attacks: one with his bite and two with his claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (3d10 + 10) piercing damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (3d8 + 10) bludgeoning damage.
Frightful Presence. Each creature of Zolzrenth's choice that is within 120 feet of Zolzrenth and aware of him must succeed on a DC 21 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 Zolzrenth's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6). Zolzrenth uses one of the following breath weapons.
Shadow Breath. Zolzrenth exhales a shadowy icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after Zolzrenth in the initiative count. The shadow is under Zolzrenth's control.
Paralyzing Breath. Zolzrenth exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed 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.
Change Shape. Zolzrenth magically polymorphs into a humanoid or beast that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (Zolzrenth's choice).
In a new form, Zolzrenth retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Phase Shift(3/Day). The dragon becomes partially incorporeal for as long as it maintains concentration on the effect (as if concentrating on a spell). While partially incorporeal, the dragon has resistance to bludgeoning, piercing, and slashing damage. Additionally, he moves himself up to 300ft in any direction.
Shadow Stealth. While in dim light or darkness, Zolzrenth can take the Hide action as a bonus action.
Sacrifice.(Up to 5) A portal appears under one of the Dragons nearby and moves it to take one attack. Each portal created this way removes one portal that can be used for his mythic action, Then Die with Me.
Zolzrenth 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. Zolzrenth regains spent legendary actions at the start of his turn.
Detect. Zolzrenth makes a Wisdom (Perception) check.
Tail Attack. Zolzrenth makes a tail attack.
Wing Attack (Costs 2 Actions). Zolzrenth beats his wings. Each creature within 15 feet of Zolzrenth must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. Zolzrenth can then fly up to half his flying speed.
Zolzrenth can take 3 mythic actions, choosing from the options below. Only one mythic action option can be used at a time and only at the end of another creature's turn. Zolzrenth regains spent legendary actions at the start of his turn.
Phase Strike. Zolzrenth inserts his claw or tail through a void portal, striking at a target with his claw attack, or at 2 adjacent targets with his tail attack, that he can see.
Summon Distraction. Summons 1 Dragon of CR18 or lower from one of the walls.
Come to Me.(Below 50%) Zolzrenth summons a black hole before himself, pulling all targets within 300ft directly in front of him if they fail a DC 30 Strength Save. They take 15d10 force damage on a failure, or half on a success.
Then Die With Me.(Below 30%) Zolzrenth summons up to 5 portals in a pentagram that each breathe his Shadow Breath towards the party.
Description
Wreathed in black stars and with a pulsing purple under-glow, Zolzrenth stands gargantuanly with an indomitable presence; when you can see him. He spends as long as possible invisible, playing with his targets from range until he's ready to dive in and strike as many as possible.
With glimmering scales that seem to phase in and out of existence and pull in light, Zolzrenth ends up often being the last thing that people see before Death.
Lair and Lair Actions
Zolzrenth’s Lair
The 30th floor Boss Room is filled with ominous black stalagmites that rise from the ground due to the constant drip of some black liquid from above. A gaping void opens at the back of the room, which is where Zolzrenth crawls out from to confront the party.
Lair Actions
On initiative count 20 (losing initiative ties), Zolzrenth takes a lair action to cause one of the following effects:
- Zolzrenth creates fog as if it had cast the fog cloud spell, centered around the Stalagmites. The fog lasts until initiative count 20 on the next round.
- In the fog, the stalagmites are lifted into the air, each pointed at a party member. On Initiative count 20 the stalagmites are fired towards the party members, dealing 6d12 bludgeoning damage on a failed save of DC 18, half on a successful save. On a failed save, the stalagmites turn back into black, tar-like liquid that restrains the target to the ground.
Regional Effects
The region containing Zolzrenth’s lair is warped by the dragon’s magic, which creates one or more of the following effects.
- Magical Darkness fills areas of the lair, specifically around the void entry where Zolzrenth resides, as well as on the stone platforms found around the lair.
- There are hidden void portals around the room that Zolzrenth can travel between, each leading to one of these stone platforms of darkness.
- Given days or longer to work, Zolzrenth can shape the dripping black liquid into shadowy Stalagmites that can be used to strike enemies.
If Zolzrenth dies, all stalagmites melt into the black tar-like liquid, and the void portals close.







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