Legendary Resistance (3/Day). If Vor'Shax fails a saving throw, it can choose to succeed instead.
Rejuvenation. If it has a phylactery, Vor'Shax gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Aura of Undeath. All undead within 60 feet of Vor'Shax have advantage on saves against any effect that would turn undead.
Innate Spellcasting. Vor'Shax's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At-Will. Chromatic Orb (4th Level), Counterspell (4th Level), Animate Dead (4th Level)
3/Day. Danse Macabre (5th Level)
Undead Nature. Vor'Shax doesn’t need air, food, drink, or sleep.
Multiattack. Vor'Shax can use his Frightful Presence. He then makes three attacks: one with its bite and two with its claws. It can cast a spell in place of its Bite attack or Claw attacks.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.
Claw. Melee Weapon Attack: + 11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Frightful Presence. Each creature of Vor'Shax's choice that is within 120 feet of him and aware of him must succeed on a DC 16 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 Vor'Shax's Frightful Presence for the next 24 hours.
Phantasm Breath(Recharge 5–6). Vor'Shax exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 41 (9d8) acid damage and 14 (3d8) necrotic damage on a failed save, or half as much damage on a successful one.
Vor'Shax 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. Vor'Shax regains spent legendary actions at the start of his turn.
Detect. Vor'Shax makes a Wisdom (Perception) check.
Quick Spelling. Vor'Shax casts a spell that takes an action to cast.
Wing Attack (Costs 2 Actions). Vor'Shax beats his wings. Each creature within 10 feet of Ebon-death must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. Vor'Shax can then fly up to half its flying speed.
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 Vor'Shax 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), Vor'Shax takes a lair action to cause one of the following effects; Vor'Shax can’t use the same effect two rounds in a row:
- Pools of water that Vor'Shax can see within 120 feet of him 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.
- Skeletal hands reach out from the ground and strike at a point Vor'Shax can see within 90 feet of him. Any creature on the ground within 15 feet of must make a DC 15 Dexterity saving throw or be restrained. A creature can repeat the save at the beginning of each of its tun.
- Magical darkness spreads from a point Vor'Shax chooses within 60 feet of him, filling a 15-foot-radius sphere until Vor'Shax 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 legendary Vor'Shax’s lair is warped by Vor'Shax’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 Vor'Shax that drink such water regurgitate it within minutes.
- Fog lightly obscures the land within 6 miles of the lair.
If Vor'Shax dies, vegetation remains as it has grown, but other effects fade over 1d10 days.
Previous Versions
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2/12/2024 7:41:16 PM
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