Gargantuan Undead, Chaotic Evil
Armor Class 22 Natural Armor
Hit Points 740 (30d20 + 240)
Speed 40 ft., Fly 80 ft., Swim 60 ft., Climb 20 ft.
STR
28 (+9)
DEX
15 (+2)
CON
26 (+8)
INT
17 (+3)
WIS
16 (+3)
CHA
24 (+7)
Saving Throws STR +16, CON +15, WIS +10, CHA +14
Skills Perception +15, Stealth +16
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned, Unconscious
Senses Blindsight 80ft., Darkvision 120ft, Passive Perception 27
Languages Common, Deep Speech Draconic, Common
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Special Trait Name. Innate Spellcaster. Spells may only be used as Legendary Actions and cost 3 Actions to use.

Spellcasting. Bulgaug The Ancient is a 9-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +7 to hit with spell attacks). Bulgaug has the following  spells prepared:

Blight: 30ft Range. Instantaneous. Target must make a DC 19 Constitution saving throw. On a failed save, the target takes 27(9d8) necrotic damage. On a successful save, the target takes half damage.

Acid Ball: Range is 150ft. Instantaneous. A black ball of acid hurls to a point of Bulgaug's choice and explodes in a 20ft radius and moves around corners. Each character within the area must make a DC 19 Dexterity saving throw. On a fail, the characters take 30(10d6) acid damage. On a successful save, the characters take half damage.

Scrying: Bulgaug can scry on any creature it has seen for up to 6 miles.

Finger of Death: 60ft range. Instantaneous. The target must make a DC19 Constitution saving throw. On a failed save, the target takes 43( 7d8+30) necrotic damage. On a successful save, the target takes half the damage.

Legendary Resistance (5/day): if Bulgaug fails a saving throw, it can choose to succeed instead.

Magic Resistance: Bulgaug has an advantage on all saving throws triggered by magical attacks and effects.

Phylactery Connection: While in the presence of its phylactery, Bulgaug's hit points are doubled. If the phylactery is destroyed, Bulgaug's hit points are halved.

Regeneration: At the start of its turn, Bulgaug regenerates 20 hit points unless having taken radiant or force damage in the previous round. This effect ends completely if Bulgaug's phylactery is destroyed.

Turn Undead Immunity: Bulgaug is immune to the effects of any ability or spell that is meant to turn undead.

Actions

Multiattack: Bulgaug can use its Frightful Presence. It then makes three attacks: on with its bite and two with its claws.

Bite: Melee Weapon Attack: +8 to hit, reach 15ft, one target. Hit: 14(2d10+8) piercing damage plus 8(2d8) acid damage, and 8(2d8) necrotic damage.

Claw: Melee Weapon Attack: +8 to hit, reach 10ft, one target. Hit 13(3d6+8) slashing damage.

Tail: Melee Weapon Attack: +8 to hit, reach 20ft, one target. Hit: 16(3d8+8) bludgeoning damage.

Frightful Presence: Each creature of Bulgaug's choice that is within 60ft of the dracolich and aware of it, must make 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 target's saving throw is successful or the effect ends for it, the creature is immune to the dracolich's  Frightful Presence for the next 24 hours.

Acid Breath (Recharge 5-6): Bulgaug exhales acid in a 90ft line that is 10ft wide. Each target in that line must make a DC22 Dexterity saving throw, taking 67(15d8) acid damage on a failed save, or half as much damage on a successful save.

Noxious Breath (Recharge 5-6): Bulgaug exhales a black smog in a 90ft cone. Each target within the area must make a DC 20 Dexterity saving throw. On a failed save, the target takes 50(10d10) necrotic damage or half the damage on a successful save. If a targeted creature is killed by this attack, it returns as a zombie under the command of the dracolich.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Claw Attack: Bulgaug makes a claw attack.

Legendary Actions

Bulgaug can only take 3 legendary actions per round, 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 dracolich regains spent legendary actions at the start of its turn.

Detect: Bulgaug makes a Wisdom(Perception) check.

Tail Attack: Bulgaug makes a tail attack.

Wing Attack (Costs 2 Actions): Bulgaug beats its wings. Each creature within a 15ft cone must succeed on a DC 22 Dexterity saving throw or take 10(2d6+8) bludgeoning damage and be knocked prone. The dracolich can then fly up to half its flying speed.

Flight Dash ( Costs 2 Actions): Bulgaug can take flight and move at half its flying speed without taking an attack of opportunity.

Spellcasting (Costs 3 Actions): Bulgaug may use any of its spells from the available spell list.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Bulgaug The Ancient is a gargantuan Black Dracolich.

Lair and Lair Actions

Bulgaug's Lair is a massive underground cavern where the only illumination is the area where the dracolich's phylactery sheds a dim green light while being suspended 120ft in the air by chains that connect back down to the large outcropping below in the center of a large lake. The water in the lake is suffused with acid. Any creature that becomes fully submerged in the lake takes 12(4d6) acid damage. The outcropping is covered in thick vines and moss and has several toppled pillars, but is not considered difficult terrain.

Lair Actions

On initiative count 20, Bulgaug may use one Lair Action other than Cold Grasp, which is only initiated by the destruction of the dracolich's phylactery.

Vine Grasp: Vines reach out of the water and force each creature to make a DC 18 Dexterity saving throw. On a failure, the target takes 12(4d6) bludgeoning damage and is pulled to within 20ft of the dracolich and knocked prone.

Enshroud: A veil of magical darkness envelopes at a point of the dracolich's choosing within 60 ft of it and spans a 20ft radial sphere and remains until Bulgaug uses this lair action again, dismisses it as an action, or dies. The darkness spreads around corners, and cannot be seen through by a creature with darkvision, or be illuminated by non-magical light. A creature that enters the darkness or starts its turn in it takes 20(4d10) necrotic damage.

Cold Grasp: Skeletal hands reach out of the ground and attempt to grasp up to 7 creatures of the dracolich's choice that are within 90ft of it. Each creature must succeed on a DC 19 Strength saving throw or take 19(3d12) cold damage and become grappled by the hands (escape DC19).

Regional Effects

The land within a 10 miles radius of the dracolich's lair is toxic. The forest transforms into an overgrown swamp that is thick with vines and deep water and is considered difficult terrain. The water is considered poisoned and if consumed, after 24 hours, the consumer must make a DC 18 Constitution saving throw or sustain the effect of Bulgaug's Toxin( receives one point of exhaustion every four hours regardless of rest and takes a -2 to Strength and Dexterity until cured by a Greater Restoration Spell).

Habitat: Swamp

BaldurkFellhammer

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