Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Light Eater. A creature reduced to 0 hit points from damage dealt by Zaryn dies and can’t be revived by any means short of a wish spell.
Miasma. Any creature that starts its turn within 30 feet of Zaryn must succeed on a DC 21 Constitution saving throw or take 24 (6d6) necrotic damage and grant Zaryn advantage on attack rolls against it until the start of the creature’s next turn. Undead are immune to this effect.
Shapeshift. Zaryn can choose to appear almost completely human, losing all but his claw attacks.
Legendary Vulnerability. For every 10 points of Lightning damage taken, reduce AC by 1.
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: +18 to hit, reach 15 ft., one target. Hit: 30 (3d10 + 10) piercing damage plus 12 (3d8) acid damage.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 20 (3d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 22 (3d8 + 10) bludgeoning damage.
Frightful Presence. Each creature of Zaryn's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 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 Zaryn's Frightful Presence for the next 24 hours.
Acid Breath (Recharge 5–6). Zaryn exhales acid in a 60-foot line that is 30 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 32 (8d8) acid damage on a failed save, or half as much damage on a successful one.
Poison Breath (Recharge 5-6). .Zaryn inhales deeply and exhales a poisonous cloud in a 60-foot cone. Each creature in the cone must make a DC 22 Dexterity saving throw, taking 32 (8d8) poison damage on a failed save, or half as much damage on a successful one.
Deaths Touch (Recharge 3-4). Once per turn, Zaryn can make a grapple on a creature within 10 feet. The creature must make a DC 22 Athletics or Acrobatics saving throw. If the creature fails, it takes 50 (10d10) necrotic damage and must make additional throws to escape its grasp, taking 18 (6d6) necrotic damage on each failed saving throw.
Zaryn 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. Zaryn regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Bite Attack. The dragon makes a bite attack.
Wing Attack (Costs 2 Actions). Zaryn beats his 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. Zaryn can then fly up to half his flying speed.
Raise Dead (Costs 3 Actions). Zaryn slams his claw into the ground, causing a huge shockwave. Each creature within 30 feet must succeed on a DC 23 Dexterity saving throw or take 25 (3d6+8) damage and be knocked prone. He then raises 1d8 Undead Thrall who fight for him for 1 minute or until killed. Can only be used once per minute.
Description
Zaryn. The Devourer of Light. The Scourge of the Old World. Just the uttering of his name brings fear and terror to the masses. An ancient, powerful dragon, who can raise armies of the dead to fight for him.
Some believe him to be undead himself. Others believe him to be a God of sorts. Or an abomination sent from the deepest depths of the Underworld. Perhaps, all of these are true. Or perhaps, none are true. No one really knows for sure. What is known is that there are records of his presence dating back thousands of years. All anyone knows is that he's ancient, he's powerful, and he could very well bring about the end times.
Lair and Lair Actions
Black dragons dwell in swamps on the frayed edges of civilization. A black dragon’s lair is a dismal cave, grotto, or ruin that is at least partially flooded, providing pools where the dragon rests, and where its victims can ferment. The lair is littered with the acid-pitted bones of previous victims and the fly-ridden carcasses of fresh kills, watched over by crumbling statues. Centipedes, scorpions, and snakes infest the lair, which is filled with the stench of death and decay.
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:
- Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
- A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage.
- Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Regional Effects
The region containing a legendary black dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.
- Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.
- Fog moderately obscures the land within 6 miles of the lair, causing creatures to roll disadvantage on perception checks.
If the dragon dies, vegetation remains as it has grown, but other effects fade over 2d10 days.
Previous Versions
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