Gargantuan Dragon, Lawful Evil
Armor Class 20 Natural Armor
Hit Points 492 (24d20 + 240)
Speed 20 ft., Fly 60 ft.
STR
29 (+9)
DEX
11 (+0)
CON
30 (+10)
INT
24 (+7)
WIS
24 (+7)
CHA
16 (+3)
Saving Throws DEX +7, CON +17, WIS +14, CHA +10
Skills Arcana +52
Damage Resistances Fire
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 30 ft, Darkvision 120 ft, Passive Perception 17
Languages Common, Draconic
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Fire Resistance. Anoth-Zuul is protected from fire. All fire damage she receives is reduced by half

Innate Spellcasting. Anoth-Zuul can cast the following spells without the need for components. Her spellcasting modifier is Wisdom (+13, DC 21). 
Cantrips (at will): chill touch (17th level)
1/Long rest: animate dead (5th level)

2/ long rest: finger of death, vampiric touch (8th level)

Aura of Exultation. The cultists and undead who worship Anoth-Zuul are empowered by her presence. Any cultist or undead that starts their turn within 60 feet of Anoth-Zuul gains 10 temporary hit points at the start of their turn and while in this aura makes all attacks with advantage.

Legendary Resistance (3/Long Rest). If Anoth-Zuul fails a saving throw, she can choose to succeed instead.

Magic Resistance. Anoth-Zuul has an advantage on saving throws against spells and other magical effects.

Rejuvenation. If killed or destroyed, Anoth-Zuul gains a new body in 24 hours if her dual heart is intact, regaining all her hit points and becoming active again. The new body appears within 5 feet of her dual heart.

Vessel of Hearts. Anoth-Zuul's dual heart is contained within a large urn. Those in possession of this urn can control Anoth-Zuul's actions. If the urn and dual heart are destroyed, Anoth-Zuul's hit points are reduced by half. The urn has an AC of 20 and 40 hp.

 

Actions

Multiattack. Anoth-Zuul can use her Frightful Presence. She then makes three attacks: one with her bite and two with her claws.

Breath of Harm (Recharge 5-6). Anoth-Zuul unleashes a torrent of plague-bringing breath in a 60-foot cone. Each creature in the cone must make a Constitution saving throw. On a failed save, it takes 49 (14d6) necrotic damage or half as much damage on a success. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for one hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.

Rotten Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the spell or other magic.

Rotten Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the spell or other magic.

Frightful Presence. Any creature within 120 feet feet of Anoth-Zuul and aware of her presence must succeed on a DC19 Wisdom saving throw or become frightened for one 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, the creature is immune to Anoth-Zuul's Frightful Presence for the next 24 hours. 

Tail. Melee Weapon Attack:+15 to hit, reach 20 ft., one target. Hit: 17 (2d8 +8) bludgeoning damage.

 

Legendary Actions

Anoth-Zuul can take three legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. Anoth-Zuul regains spent legendary actions at the start of her turn.

Detect. Anoth-Zuul makes a Wisdom (Perception) check.

Glare of the Ancients. Anoth-Zuul targets one creature she can see within 60 feet. If the target can see Anoth-Zuul, it must succeed on a DC 18 Wisdom saving throw against this magic or become stunned until the end of Anoth-Zuul's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to this glare as well as the Dreadful Glare of all mummies and mummy lords for the next 24 hours.

Tail Attack. Anoth-Zuul makes a tail attack.

Wingstorm (Costs 2 Actions). Anoth-Zuul beats her massive wings as blinding dust and sand swirls magically around her. Each creature within 15 feet of Anoth-Zuul must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn. Anoth-Zuul can then move up to her fly speed without provoking opportunity attacks. 

Description

In the lands of Graal, the name Anoth-Zuul strikes terror into both young and old souls. It is not the great dragon queen they fear so much, however, as the zealous cultists who worship her mummified remains. With her dual heart in an unholy clay jar and her body wrapped in clinging magical rags, the great dragon queen is a source of power that fuels the foul rituals of Anoth-Zuul's deranged supplicants. This is, however, not a fate the mighty dragon would have chosen for herself, and should she ever rise again, she will be more powerful than any thought possible.

As the story goes, Anoth-Zuul was betrayed by a loyal retainer--Nemoz--who tended to her during her hibernation. As her two hearts still beat, Nemoz tenderly carved them from her breast over the course of several weeks and placed portions of each into a desecrated clay vessel. A ritual was performed to ensure she would remain in perpetual sleep for at least 101 years. Only then would she fully regain consciousness, an unholy specter of her powerful form.

Only that's not exactly what happened.

Nemoz's original plans were to use the mummified dragon as a sepulcher of magic and make himself immortal, placing his faith in the ritual he had paid so dearly for. But an unpredictable result of the ritual allowed Nemoz to use Anoth-Zuul's body to channel unholy magic from the negative material plane and fuel his diabolic machinations. Decades passed. Nemoz grew in strength, and his body barely aged. From his power, a cult celebrating the power of the dragon as well as unlife was born.While Anoth-Zuul slept, Nemoz extended his own life--and the lives of his servants--through the use of this vile magic. The great dragon queen lay in agony, trapped in lasting torpor as a mummified tool of the cult, biding her time.

Nemoz was ultimately slain by his daughter--Revora--who granted herself the rank of the high priestess of the cult of Anoth-Zuul and spread her message far and wide through the darker corners of the land. Those powerless in their regular lives turned to the cult for the strength to slay their husbands, jailers, lords, masters, and anyone else who would exploit them. Rumors of the cult spread throughout Graal, and terror consumed those who refused to submit to it. The cult's servants are called harridans (regardless of gender) and people feared the cultists could be living anywhere rebellious behavior was present. Anoth-Zuul slept.

Unbeknownst to the cult, Anoth-Zuul grew in power in her undeath. Nemoz had thought he was draining the great dragon while channeling magic through her. But her age and wisdom served her even in death. She stored some vile magic inside her form, granting her powers beyond the reach of dragons or mummies. And though she has not yet fully woken from her slumber, something stirs within. It is in this limbo-like state that Anoth-Zuul has become a weapon of the cult.

As the high priestess, Revora possesses the vessel. She has the power to wake Anoth-Zuul from time to time to enact painful acts of violence against those who are too powerful for the cultists alone. And with this power, she keeps the dragon under her control.

While under the cult's power, Anoth-Zuul cannot rain death upon the cultists. At least not yet. She remains a tool of the cult, serving the high priestess and destroying her enemies wherever she demands. But this could change. Once the clay vessel storing portions of her dual heart is broken, she will be free of the prison Revora keeps her in. Perhaps then, the dragon queen will have her vengeance on Revora. And the cult. And every other living thing.

Hook. Revora and the cult use the myth of Anoth-Zuul to significant effect. Often they attack in the dead of night and slay someone of importance--a guild leader for instance--to send word to abusers that they will not tolerate the misuse of power. But sometimes they get it wrong and kill someone who doesn't deserve to die. Fear of their power spreads nonetheless, and inside the land of Graal, the cult is a terrifying force. 

Any number of horrifying tales can drag the party into a story about Anoth-Zuul and the cult. Such a story should be a lengthy adventure involving numerous victims, witnesses, and trails of blood. If the party gets too close, loyal cultists would be dispatched. And when that doesn't work, Anoth-Zuul would be summoned to finish them. 

Encounter Conditions. A confrontation with Anoth-Zuul is nearly always at night and always against those the cult believes have it coming. Revora is power-hungry. While she aims to balance the scales of power by harming abusers, she now has a taste for it and takes up arms against whomever she pleases. Graal has become a nightmare where any person could be next. And while people do not know who is behind the cult, they know the name and some have seen the great dragon when it comes to dispensing "justice."

The land has become bleak, and hope for a better tomorrow is gone.

An entire campaign can be built around the party residing in Graal, living in constant fear and growing up to vanquish the cult. Or they can stumble upon the story like any other traditional encounter. In many ways, the cult drives Anoth-Zuul's actions, unless she shakes the shackles of the dual-heart vessel.

The cult's activities should draw the party into the story and her appearance should shock and terrify them. If Revora (use archmage stats with a lich spell list) sends her to kill the party, she will present a formidable challenge. If the party attempts to engage Anoth-Zuul when she is within 120 feet of the dual-heart vessel, they will understand the full breadth of the power wielded by the cult.

Tactics

When Revora sends Anoth-Zuul to enact her will, she does so without much consideration of tactics. Anoth-Zuul is a giant, monstrous flamethrower of a weapon to be hurled indiscriminately at her enemies. Revora has never seen resistance to her methods and has therefore had to learn a better way. But while Anoth-Zuul is nearly mindless, she is not foolish. Even though Revora controls her, Anoth-Zuul does not behave in a way that exposes her weaknesses (if this can be avoided).

Those who would do her the most harm are her first targets. Trapping enemies behind a wall of force is a favorite tactic of Anoth-Zuul if the clay vessel is close enough. The wall ensures the party won't bother her for a while, as she flanks her enemies from another direction.

Depending on the encounter the game master creates for Anoth-Zuul, Revora and the cultists may be present. They would certainly be a thorn in the party's collective sides during a fight, picking off anyone who is undefended or distracting the most powerful warriors using ad hoc weapons and commando tactics (developed from years of their raids).

Treasure. 

Anoth-Zuul herself is unlikely to have any treasure, but the cult is wealthy enough for a thousand peasants. Over the years, they have collected countless small treasures from their victims. Gems, coffers, coins, relics, heirlooms, and even the occasional magic item have all found their way into the cult's hoard. Journals of misdeeds and maps of dozens of people's houses are also kept--targets for the cult's unyielding vengeance.

These treasures are secured across the city in makeshift vaults and storage centers, all controlled or manipulated by the cult. The party might get a glimpse of these storage centers, providing another opportunity for adventure and investigation.

Lair and Lair Actions

The dual-heart vessel used to control Anoth-Zuul functions as a lair for her. It weighs 100 lbs., has an AC of 20, 100 hit points and is enchanted to withstand area of effect damage from  natural or arcane effects. If the vessel of hearts were destroyed, the magic associated with controlling Anoth-Zuul would dissipate and she would be free.

When fighting within 120 feet of the dual-heart vessel, provided it is intact, Anoth-Zuul can utilize its ambient magic to take lair actions.

Lair Actions

On initiative count 20 (losing initiative ties), Anoth-Zuul takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row, and can't repeat an effect until they have all been used:

  • mummy bursts through the ground and attacks any enemy it can see. It acts on initiative 20.
  • Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 6th level or lower in Anoth-Zuul's lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must make a DC 16 Constitution saving throw. On a failed save, it takes (1d6) necrotic damage per level of the spell, and the spell has no effect and is wasted.
  • An invisible wall of force springs into existence at a point of Anoth-Zuul's choice within range.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: undead

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