Legendary Resistance (3/Day). If Urgash fails a saving throw, it can choose to succeed instead.
Magic Resistance: Urgash has advantage on saving throws against spells and other magical effects.
Chaos Aura: Any creature that starts its turn within 30 feet of Urgash must make a DC 21 Wisdom saving throw or be affected by the Confusion spell 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.
Innate Spellcasting: Urgash's spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). Urgash can innately cast the following spells, requiring no components:
- At will: Fireball (5th Level), Mirror Image, Summon Fiend, Telekinesis
- 3/day each: Dominate Monster, Feeblemind, Plane Shift
- 1/day each: Maddening Darkness, Meteor Swarm, Wish
Primordial Chaos: Once per day, when Urgash drops to 0 hit points, it unleashes a burst of chaotic energy, regains all hit points, spent legendary resistance and gains access to its Mythic actions
Multiattack. Urgash can use its Chaos Incarnate. It then makes three attacks: one with its bite and two with its claws.
Chaos Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) piercing damage plus 14 (4d6) chaos damage. The target must make a DC 21 Wisdom saving throw or be affected by the Chaos Bolt spell (as if hit by the spell).
Disorienting Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 24 (4d6 + 10) slashing damage. The target must succeed on a DC 21 Constitution saving throw or have disadvantage on attack rolls and ability checks until the end of its next turn.
Distortion Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 30 (4d10 + 10) bludgeoning damage. The target must succeed on a DC 21 Intelligence saving throw or be affected by the Blur spell until the end of its next turn.
Chaos Breath (Recharge 5–6). Urgash exhales chaotic energy in a 300-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw. On a failed save, the creature takes 98 (28d6) chaos damage or half as much on a successful save. Additionally, each affected creature must roll a d10 to determine a random effect, a creature rolls twice and choose the result if it succeeded on the save. All effects aside from the 10th last until the end of the target next turn:
- Target is teleported to a location of its choice within 300 feet.
- Target is paralyzed.
- Target's movement speed is doubled.
- Target is affected by the Slow spell.
- Target suffers a level of exhaustion
- Target gains vulnerability to all damage.
- Target becomes invisible.
- Target is polymorphed into a sheep.
- Target gains resistance to all damage.
- Target's age is reversed by 3d6 years (each 10 years permanently reduce all ability score of the target by 2).
Chaos Incarnate: Each creature of Urgash's choice within 120 feet of it and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. While frightened in this way, a creatures takes 1 chaos damage at the start of it's turn. 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 Urgash's Frightful Presence for the next 24 hours.
Urgash, Dragon God of Chaos 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. Urgash regains spent legendary actions at the start of their turn.
Chaotic Warp. Urgash teleports to an unnoccupied space within 60ft. All target within 15 feet of where he teleported to and from must succeed on a DC 24 Strength Saving Throw of fall prone
Bend Reality. Urgash casts Mirror Image
Chaotic Assault (Costs 2 Actions). Urgash makes a Bite attack followed by a Claw attack against the same target.
If Urgash Primordial Chaos trait has activated in the last hour, it can use the options below as legendary actions.
Hurl Through Sheogh (Costs 2 Actions). Urgash targets a creature within 30 feet. The creature must succeed on a DC 25 Charisma saving throw or take 44 (8d10) psychic damage and be banished to Sheogh (the infernal prison). At the start of Urgash next turn, the creature reappears in an unoccupied space within 10 feet of the aspect.
Primordial Chaos Burst (No Actions, once per day). Urgash unleash a massive blast of chaotic energy. Each creature of Urgash choice in a 100-foot-radius sphere centered on it must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 69 (6d20) chaos damage: . On a successful save, the creature takes half as much damage. Additionally, each affected creature must roll a 2d10 and suffer random effects, as per Chaos Breath
Description
Urgash is a primordial dragon. He is the dragon of chaos and brother to Asha, the dragon of order. Urgash is the creator of the demons and as such their god. He was jailed in the world's fiery core at the end of the mythic age after his war with his sister Asha, but wasn't killed and lives on in his jail, burning with desire for vengeance. Some say that the demon capital, Ur-Hekal, hides a portal that can bring everyone directly to the Great god of Chaos.
In the reign of Biara, the Red Church bowed them to the exiled god.
Presumly, the chaos symbol of the uroboros is connected with Urgash and one of his forms.
The Dragon of Chaos is “raw untamed potential”, primordial chaos in its inexhaustible energy and infinite variety of forms. He is ravenous and insatiable, the “snake that eats its own tail”. He is the Father of wanton Destruction, of frantic Mutation, of rampant Madness. Urgash is utterly unpredictable. His “logic” defies mortal reason. He can save one day and kill the next, laugh and cry within a matter of seconds, be alternatively cruel and comforting...
He is also the father of the demons. He was long banished to slumber at Ashan’s core, but the demons linger, and still strive to carry out his desires.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), Urgash takes a lair action to cause one of the following effects; Urgash can't use the same effect two rounds in a row:
- Chaos Surge: Urgash releases a wave of chaotic energy, causing all spells cast within the lair until the start of Urgash's next turn to have a 25% chance of producing a random spell effect determined by the DM.
- Distorted Terrain: The terrain within the lair becomes difficult terrain, provides half-cover to Urgash, and all creatures must succeed on a DC 24 Dexterity saving throw or be knocked prone as the ground beneath them shifts unpredictably.
- Reality Shift: All creatures within the lair must succeed on a DC 24 Charisma saving throw or be affected by the Blink spell until the end of their next turn
Sheogh is the Demon prison world located below the surface of the world of Ashan, around the eternal prison of Urgash, the Dragon of Chaos, guarded by the power of darkness, fire, and earth. Physically speaking, it is the core of the planet the continent of Ashan is located on, however, the current population lacks understanding it as a whole, and rather regards Sheogh as some different world.
During the final hours of the Wars of Fire, Sar-Elam, a former human Wizard of the Seven Cities, who had became the Seventh Dragon, sacrificed himself to create a seal to prevent the demons from leaving Sheogh. His magic keeps most of the demons imprisoned, but sometimes demons are summoned to the surface of Ashan, either by a Warlock or during a Lunar Eclipse. Demons cannot draw power from the Dragon of Chaos on the surface of Ashan, except during the Lunar Eclipse, due to the magical block created by Sar-Elam, however they are capable of using other forms magic, even those of the Elemental Dragons Gods, their favored magic being Fire.
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