Legendary Resistance (3/Day). If Chitodesu fails a saving throw, it can choose to succeed instead.
Undying. Chitodesu does not need to breathe.
Dracolich King. Any undead within a mile of Chitodesu or its lair will automatically fall under its control. Undead beings cannot be summoned within a mile of Chitodesu or its lair unless it or one of its minions is the one summoning them. Chitodesu also knows the exact location of all undead creatures within half a mile of it, or a quarter of a mile from its lair.
Unnatural Sight. Chitodesu can see out to a range of 300 feet in any conditions as if the air were clear and there was bright light. It can also see invisible creatures and creatures on other plains of existence.
Innate Spellcasting. Due to its connection to the Necrotic Orb, Chitodesu can cast a variety of necromancy spells. Its spellcasting modifier is charisma (spell save DC 20). It can innately cast the following spells (If possible for a spell, at 6th level), requiring no components:
At will: Vampiric Touch, Animate Dead
5/Day each: Blight, Contagion, Raise Dead
2/Day each: Circle of Death, Create Undead, Eyebite, Harm
1/Day each: Finger of Death
Multiattack. Chitodesu can use its Summon Death. 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: 27 (4d10 + 5) necrotic damage.
Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 26 (6d6 + 5) slashing damage.
Summon Death. Chitodesu summons 1d6 zombies, 1d6 skeletons, 1d4 minotaur skeletons, and 1d4 ogre zombies.
Necrotic Breath (Recharge 5–6). Chitodesu exhales gaseous necrotic fog in a 90--foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) necrotic damage on a failed save, or half as much damage on a successful one.
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.
Breath Weapon. Chitodesu uses its breath weapon.
Summon Death (Costs 2 Actions). Chitodesu summons 1d4 wights, 1d4 flameskulls, and 1 wraith.
Description
Once an ancient green dragon, who was known for being unkillable and whose name is draconic for 'Cheater of Death', Chitodesu was revived after being dead for almost 200 years. Through the power of the Necrotic Orb, which glows in the hole where its chest was, the remains of its body have been twisted beyond recognition. its wings have been healed just enough to allow it to fly, and its tail remains severed. Glowing green balls of energy sit in its empty eye sockets, giving it the ability to see. Half of its jaw is just bone with small amounts of muscle, as is its front right foot. The bone spikes that once held up a pair of frills running down its head, neck, back have been grown at random, further adding to the wrong nature of its appearance. The rest of its body is covered in wounds, partially healed by the dark magic that brought it back from death.
Chitodesu's goal in life was simple; It wanted to have a hoard so large, it would lure in other dragons out of greed, for him to kill, eat, and rob, adding to its treasure. Its goal in its new life, if you can call it that, it to create an army of undead beings, and take over the world. It will kill any creature that gets in its way, then, out of spite, revive them, only to kill them a second time before adding their mutilated corpse to its army.
Lair and Lair Actions
Chitodesu has no preference for environment and makes its lair wherever it can. The lair is lair no more complicated than several large chambers, containing small amounts of loot, and a few treasures from cities its destroyed. Chitodesu's lair is filled with corpses, coffins, and sarcophagi, so it always has the ability to raise more undead servants if it needs to. Chitodesu's presence warps the land around his lair. animals either flee or die, and thorny vines which seem to have a mind of their own sprout up everywhere.
Lair Actions
On initiative count 20 (losing initiative ties), Chitodesu takes a lair action to cause one of the following effects; the dragon 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 the dragon 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 the dragon uses this lair action again or when the dragon dies.
- Chitodesu raises 1d8 ghouls, 1d4 ghasts, and one will-o-wisp.
- Chitodesu calls out for one of its champions to come to its aid. Either 1 mummy lord and 1d6 mummies appear, or a vampire and 1d4 vampire spawn appear. Chitodesu cannot use this ability if a mummy lord or vampire is currently in its lair and is not incapacitated
- Necrotic fog billows around one creature Chitodesu can see within 120 feet of it. The creature must succeed on a DC 15 constitution saving throw or take 6d6 necrotic damage and be blinded until initiative count 20 on the next round.
Regional Effects
The region containing Chitodesu’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Thickets cover terrain within 1 mile of Chitodesu’s lair. They choke out trees, making it dangerous to climb them, and cover up and hide pitfalls. The thickets act as 5-foot-high, 15-foot-thick, 15-foot-wide walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 2 feet of movement. A creature in the thickets must make a DC 15 Dexterity saving throw once each round it’s in contact with the thickets or take 3 (1d6) piercing damage from thorns. If a creature rolls a critical failure on this save, they are grappled, and can make the save again at the end of each turn, freeing themselves upon succeeding. Each 5-foot-cube of thickets has AC 5, 5 hit points, resistance to bludgeoning, piercing, and poison damage, vulnerability to fire damage, and immunity to psychic, thunder and necrotic damage.
- Within 1 mile of Chitodesu's lair, thick fog sets in. Anywhere more than 60 feet away from a creature counts as lightly obscured for it, and anywhere more than 180 feet away from a creature counts as heavily obscured for it.
- Within 1 mile of its lair, Chitodesu 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 the dragon’s path.
- Undead within 1 mile of Chitodesu’s lair serve as the dragon’s eyes and ears. Monsters that naturally occur in the area are strangely absent, hinting at the presence of an unnaturally hungry predator.
If Chitodes dies, the undead die within 1d20 days. The thickets remain, but within 2d20 days, they become mundane plants and normal difficult terrain, losing their thorns. The fog disperses after 5d20 days. Halfway through said time, it partially disperses, raising the range at which creatures can see without vision being lightly obscured to 180 feet, and removing heavy obscuring.
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Posted May 11, 2025It sounds like an anime character to me.