Eldritch Presence: The Ancient Demonic Dragon emanates an aura of eldritch horror. Creatures that start their turn within 60 feet of the Dragon must succeed on a DC 25 Wisdom saving throw or be affected by a random madness from the Short-Term Madness table (DMG p.259). The Dragon is immune to the effects of madness.
Legendary Resistance (5/Day): If the Dragon fails a saving throw, it can choose to succeed instead.
Magic Resistance: The Dragon has advantage on saving throws against spells and other magical effects.
Devilish Aura: Any creature that starts its turn within 30 feet of the Dragon must make a DC 25 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Multiattack: The Dragon makes three attacks: one with its Eldritch Bite and two with its Clawing Shadows.
Eldritch Bite: Melee Weapon Attack: +20 to hit, reach 15 ft., one target. Hit: 32 (4d6 + 10) piercing damage plus 14 (4d6) necrotic damage. The target must succeed on a DC 25 Constitution saving throw or have its maximum hit points reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest.
Clawing Shadows: Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 24 (4d4 + 10) slashing damage plus 14 (4d6) psychic damage. The target must succeed on a DC 25 Wisdom saving throw or be affected by a random long-term or indefinite madness from the Dungeon Master's Guide (p.260).
Eldritch Blast (Recharge 5-6): The Dragon unleashes a blast of eldritch energy. Each creature within a 120-foot line must make a DC 25 Dexterity saving throw, taking 88 (16d10) force damage on a failed save, or half as much on a successful one. Additionally, the target must succeed on a DC 25 Wisdom saving throw or be stunned until the end of its next turn.
Hellfire Breath (Recharge 5-6): The Dragon exhales fire infused with demonic energy in a 90-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 88 (16d10) fire damage and 66 (12d10) necrotic damage on a failed save, or half as much damage on a successful one. Additionally, the target must succeed on a DC 25 Wisdom saving throw or become frightened for 1 minute.
The Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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.
- Nightmarish Gaze: The Dragon fixes its gaze upon a creature it can see within 60 feet. The target must make a DC 25 Wisdom saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
- Darkened Veil: The Dragon casts the Darkness spell centered on itself.
- Eldritch Surge: The Dragon unleashes a wave of eldritch energy in a 30-foot radius around it. Each creature in that area must make a DC 25 Dexterity saving throw, taking 36 (8d8) force damage and being pushed 20 feet away on a failed save, or half as much damage and not pushed on a successful one.
Description
Astarothrax, the Voidbane, is an ancient demonic dragon of immense proportions and unparalleled malevolence. Its colossal form spans the skies, its wings stretching wide, each membrane infused with swirling shadows that seem to devour the light around them. Its scales are obsidian black, glistening with an otherworldly iridescence that hints at the abyssal energies coursing through its veins.
Fiery red eyes burn with an insatiable hunger for power and dominance, emanating an eerie glow that pierces through the darkest of nights. Horns curl from its skull, sharp and twisted like the talons of a fiend, while jagged spines protrude menacingly along its spine, emitting wisps of dark energy.
Astarothrax's body is sinewy and muscular, rippling with infernal strength. Its claws, long and razor-sharp, bear the scars of countless battles, each one marking the annihilation of formidable foes. From its maw, fangs like obsidian blades jut out, ready to rend and tear through anything that stands in its way.
As it moves, Astarothrax leaves a trail of smoky darkness in its wake, the very air seeming to thicken and grow colder. A palpable aura of malevolence surrounds the demonic dragon, causing even the bravest souls to tremble in its presence.
Astarothrax, the embodiment of chaos and destruction, is a fearsome sight to behold. Its commanding presence and infernal might make it a force to be reckoned with, as it revels in the terror it instills and the devastation it leaves in its wake.
Lair and Lair Actions
Lair Actions:
On initiative count 20 (losing initiative ties), Astarothrax can take a lair action to showcase its control over the environment. It can use one of the following lair actions:
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Shadow Veil: Astarothrax summons a shroud of impenetrable darkness that fills the lair. The area becomes heavily obscured, plunging all non-magical light sources into darkness. Creatures within the lair must rely on darkvision or other means to see through the shadows.
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Abyssal Corruption: Astarothrax taps into the primordial abyss, causing the very fabric of reality to warp and distort. Select a target within the lair. That target must make a DC 20 Wisdom saving throw or suffer the effects of the confusion spell for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
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Darkened Assault: Astarothrax channels its malevolent energy to empower its attacks. It makes one additional bite or claw attack against a target within reach. On a hit, the target takes an additional 3d10 necrotic damage, and Astarothrax gains temporary hit points equal to the damage dealt.
Regional Effects:
The presence of Astarothrax, the Voidbane, creates the following effects in the surrounding area:
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Shadows of Dread: Within a 1-mile radius of Astarothrax's lair, shadows deepen and become more sinister. The area is considered dimly lit, even during daylight hours, providing disadvantage on Wisdom (Perception) checks that rely on sight and granting advantage on Dexterity (Stealth) checks for creatures proficient in Stealth.
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Abyssal Resonance: The abyssal taint emanating from the lair infuses the land, corrupting and warping natural elements. Plant life within the region withers, bodies of water turn stagnant, and animals become twisted and aggressive. The area is considered difficult terrain, and animals and plants gain advantage on attacks made against creatures other than Astarothrax.
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Dark Whispers: Echoes of Astarothrax's ominous presence reverberate throughout the region. While in the area, creatures have disadvantage on saving throws against fear effects. Additionally, creatures who attempt to communicate telepathically within the region receive unsettling whispers in response, causing them to make a DC 18 Wisdom saving throw or be frightened until the end of their next turn.
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