Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dragon'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 the dragon's Frightful Presence for the next 24 hours.
Petrification Breath(Recharge 5–6); The dragon exhales gas in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw or be petrified for 5 rounds.
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.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its 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. The dragon can then fly up to half its flying speed.
Necrolith roar. (costs 3 actions). The dragon roars. All creatures in a 30 foot cone must make a DC 20 Dexterity saving throw or be knocked prone. Creatures that are knocked prone must make a DC 20 constitution save or be knocked unconscious and poisoned for 5 rounds.
Description
A necrolith dragon can be described as a naturally occurring dracolich. These beasts are reanimated by the fell energy that inhabits their homes, transforming them into gargantuan monsters that kill without remorse.
Lair and Lair Actions
Necrolith dragons dwell in deserts on the edges of civilization. A Necrolith dragon’s lair is an ancient temple, ruin or underground cave. The lair is littered with the petrified 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 musk of undeath.
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:
- Sand that the dragon can see within 120 feet of it surges upward like a wall. Any creature on the ground within 20 feet of such a wall must succeed on a DC 15 Strength saving throw or be knocked up to 20 feet away from the wall and knocked prone. The wall then falls down.
- A cloud of swarming scarabs 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 (3d10) 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 (3d10) piercing damage.
- The dragon makes a cylinder of extreme heat on a point it can see within 120 feet of it. This cylinder spreads around corners and through walls and ceilings, and lasts for 1 minute or until the dragon dismisses it as a bonus action. Any creature that ends its turn is the cylinder gets 1 level of exhaustion.
Regional Effects
The region containing a legendary Necrolith 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 sands are ridden with quicksands.
- Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.
Sandstorms heavily obscure the land within 6 miles of the lair.
If the dragon dies, effects fade over 1d10 days.







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