Gargantuan Undead, Lawful Evil
Armor Class 20 (natural armor)
Hit Points 297 (17d20 + 119)
Speed 40 ft., Burrow 40 ft., Fly 80 ft.
STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
16 (+3)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws DEX +7, CON +14, WIS +9, CHA +11
Skills History +9, Perception +14, Persuasion +10, Stealth +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Fire, Necrotic
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 24
Languages Common, Draconic
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/Day). If Ambrosia fails a saving throw, she can choose to succeed instead.

Magic Resistance. Ambrosia has advantage on saving throws against spells and other magical effects.

Full Bloom. Ambrosia regains 30 hit points at the start of its turn. If Ambrosia takes radiant damage, this trait doesn't function until the start of her next turn. Ambrosia dies only if she starts her turn with 0 hit points and doesn't regenerate.

Leechlife Sphere. At the beginning of combat, Ambrosia creates a 30 ft. radius sphere of pinkish mist centered on some point within its sight. Any healing magic cast in the sphere is instantly transferred to Ambrosia.

Innate Spellcasting. Ambrosia's innate spellcasting ability is Charisma (spell save DC 18, +14 to hit with spell attacks). Ambrosia can innately cast the following spells, requiring no material components:

At will: heal, regenerate, mass cure wounds

1/day: power word heal

note: all of Ambrosia's healing spells can affect the undead.

Turn Immunity. Ambrosia is immune to spells that turn the undead.

Actions

Multiattack. Ambrosia can use its Frightful Presence. She then makes three attacks: one with her bite and two with her claws.

Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

Frightful Presence. Each creature of Ambrosia's choice that is within 120 feet of the her and aware of her must succeed on a DC 18 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 Ambrosia's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5–6). Ambrosia uses one of the following breath weapons:

Antilife Breath. Ambrosia exhales flower petals in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) psychic damage on a failed save, or half as much damage on a successful one.

Sleep Breath. Ambrosia exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

 

Legendary Actions

Ambrosia 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. Ambrosia regains spent legendary actions at the start of its turn.

Recharge. Ambrosia rolls a d6 to attempt to recharge her breath weapon.

Tail Attack. Ambrosia makes a tail attack.

Leechlife Sphere (Costs 2 Actions). Ambrosia moves her Leechlife Sphere.

Description

Ambrosia is the ancient brass dracolich responsible for the creation of the Pink Ocean. She possesses extremely potent magic, and she laced a system of magical tubes underneath the entirety of the Pink Ocean to extract the life force of any creature that rests upon it.

First Dracolich. Ambrosia was the first dracolich ever created, signing a contract with Tiamat that promised her immortality in return for the hastened death of everyone around her. Fearing the clod embrace of oblivion, Ambrosia accepted, turning into her current form. She didn't realize this at the time, but she drained the life force of her children to keep herself alive; when she eventually discovered the source of her children's deaths, she banished herself to an isolated demiplane of her own creation.

Pilgrim Hub. Interplanar travelers and races gifted with psionic abilities that stumble across the beautiful Pink Ocean are likely to stay there forever, becoming settlers. The Pink Ocean contains all the resources necessary for an omnivore to thrive, but at the cost of a severely decreased life expectancy. For example, a healthy githyanki will wither away in 46 days if unhealed. Cumhráins, Ambrosia's loyal servants, heal blighted creatures so that they can supply Ambrosia with life energy forever.

Phylactery. Ambrosia's phylactery is a rose quartz crystal worth 10,000 GP. Ambrosia hides the crystal within the flowers stuffed into her body.

Undead Nature. Ambrosia does not need to eat, drink, breathe, or sleep by nature of being undead.

Lair and Lair Actions

Ambrosia’s Lair

Ambrosia resides in the middle of the Pink Ocean, a demiplane of rolling hills covered with beautiful pink flowers floating somewhere in the Ethereal Plane. Ambrosia's lair is decorated with the marble ruins of a once-great civilization.

Lair Actions

On initiative count 20 (losing initiative ties), Ambrosia takes a lair action to cause one of the following effects:

  • Grasping blue vines, which are really Ambrosia's veins, surround the feet of any creature on the ground within 40 ft. of her. The effect is identical to the entangle spell, but creatures who end their turn while restrained by the veins take 20 psychic damage, and Ambrosia restores the same amount of hit points.
  • Ambrosia roars, magically reanimating 2 corpses that died nearby. These corpses become cumhráins, and act on Ambrosia's initiative count.

Regional Effects

The Pink Ocean is warped by Ambrosia's magic, which creates the following effects:

  • Creatures with Intelligence granter than 3 that begin a long rest while in the Pink Ocean have their maximum hit points reduced by 1d4 hit points. This reduction lasts until the creature leaves the Pink Ocean demiplane.
  • Healing magic cast within the Pink Ocean (that is not performed by a cumhráin) only restores half the hit points it normally would.
  • Whenever a creature is seen by a cumhráin, Ambrosia becomes aware of the creature’s presence and location.

If the Ambrosia dies, all effects fade immediately. Additionally, the demiplane of the Pink Ocean is obliterated within 1d6+1 days.

Habitat: GrasslandHill

NinatheModron

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