Amphibious. Aryzmiir can breathe air and water.
Chromatic Awakening (Recharges after a Short or Long Rest). If Aryzmiir would be reduced to 0 hit points, his current hit point total instead resets to 425 hit points, he recharges his Breath Weapon, and he regains any expended uses of Legendary Resistance. Additionally, Aryzmiir can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 105,000 XP (210,000 XP total) for defeating Aryzmiir after his Chromatic Awakening activates.
Legendary Resistance (4/Day). If Aryzmiir fails a saving throw, he can choose to succeed instead.
Unusual Nature. Aryzmiir doesn’t require food or drink.
Multiattack. Aryzmiir makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 13 (2d12) force damage.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. Aryzmiir can only have one creature grappled this way at a time.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.
Acid Breath (Recharge 5–6). Aryzmiir exhales a blast of acid in a 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw. On a failed save, the creature takes 78 (12d12) acid damage, or half as much damage on a successful one.
The greatwyrm 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 greatwyrm regains spent legendary actions at the start of its turn.
Attack. Aryzmiir makes one Claw or Tail attack.
Wing Attack (Costs 2 Actions). Aryzmiir beats his wings. Each creature within 30 feet of him must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The greatwyrm can then fly up to half his flying speed.
Arcane Spear (Costs 3 Actions). Aryzmiir creates four spears of magical force. Each spear hits a creature of the greatwyrm’s choice he can see within 120 feet of himself, dealing 12 (1d8 + 8) force damage to his target, then disappears.
If Aryzmiir’s Chromatic Awakening trait has activated in the last hour, he can use the options below as Legendary Actions.
Bite. Aryzmiir makes one bite attack.
Chromatic Flare (Costs 2 Actions). Aryzmiir flares with elemental energy. Each creature in a 60-foot-radius sphere centered on the greatwyrm must succeed on a DC 26 Dexterity saving throw or take 22 (5d8) acid damage.
Description
While black dragons are evil-tempered and vile, there are few who can compete other dragons due to their reckless nature. Aryzmiir is one of the few of his kind with the patience and cunning required to temper his primal destructive urges.
Aryzmiir makes his home deep under the city of Waterdeep in an underground grotto. The grotto was built upon the ruins of the great elven settlement of Aelinthaldaar. Clan Melairkyn was driven from the settlement by Matron Azurna in 1370 DR. When the dwarves left and the drow invader thought all was safe, the greatwyrm came in the night and erased all evidence of the matron’s presence: her servants, her allies, anything that could possibly prove her existence.
When he isn’t occupying his lair, Aryzmiir attends to business in the city as Ysrar Nevaire. In this guise, he can seamlessly gather information regarding anything on Toril through an intricate network of contacts, including the locations of other dragons, artifacts, and world events. These contacts are oblivious to the truth of their patron.
In his true form, Aryzmiir has scales as strong and dark as adamantine with edges like razors and blades for teeth. His eyes glow a cold shade of amber that reflect his calculating nature, and his horns have been meticulously sharpened to fine points to gore victims and opponents alike. The greatwyrm seems to actually enjoy having strips of rotting flesh dangle from his horns and mouth: in his opinion, the reek of death is a fine perfume.
Cunning Cruelty. While Aryzmiir enjoys watching his foes being slaughtered, his true joy comes when he can deceive said foes to do his bidding first. He may ask for his victims to steal a “corrupt” official’s treasure to give back to “the people” just to increase his hoard. The greatwyrm will invest great lengths of time to convince people that he is the most benevolent person alive. This is all simply so he can revel in the pain of betrayal he inflicts upon others.
Hungry for Power. Even though he has the ability to destroy entire towns on a whim, Aryzmiir has much higher ambitions than simple domination, and he will cross, defame, kill, and destroy anyone who defies his lust for power. He sees himself as a god to be revered, a timeless being. He has even jumped planes of existence to kill his echoes and take their souls for himself. The pitiful grievances of mortals are a mere distraction from his higher calling: to depose the gods themselves, or at least one in particular.
Lair and Lair Actions
While most black dragons may dwell in swamps on the frayed edges of civilization, Aryzmiir’s lair is a dismal grotto underneath Waterdeep that is partially flooded, providing pools where the dragon rests, and where his 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), 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:
- Pools of water that Aryzmiir can see within 120 feet of himself 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.
- A cloud of swarming insects fills a 20-foot-radius sphere centered on a point Aryzmiir chooses within 120 feet of it. The cloud spreads around corners and remains until he 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.
- Magical darkness spreads from a point Aryzmiir chooses within 60 feet of it, filling a 15-foot-radius sphere until he 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
Normally, the region containing a legendary black dragon’s lair is warped by the dragon’s magic. However, Aryzmiir has been able to conceal his existence through powerful Draconic magic. If he should so choose, he may drop this magical concealment at any time, which immediately 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 the dragon that drink such water regurgitate it within minutes.
Fog lightly obscures the land within 6 miles of the lair.
If Aryzmiir dies, vegetation remains as it has grown, but other effects fade over 1d10 days.
Previous Versions
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