Huge Undead, Lawful Evil
Armor Class 19 natural
Hit Points 256 (19d12 + 133)
Speed 80 ft., swim 40 ft., walk 40 ft.
STR
23 (+6)
DEX
12 (+1)
CON
21 (+5)
INT
18 (+4)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws DEX +6, CON +10, WIS +7, CHA +9
Skills Insight +12
Damage Resistances Psychic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing that is Nonmagical
Condition Immunities Charmed, Frightened, Poisoned
Senses Blindsight 60, Darkvision 120, Passive Perception 22
Languages Telepathy 120 ft. Common, Draconic, telepathy 120 ft.
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/Day): If the dracolich fails a saving throw, it can choose to succeed instead.

Rejuvenation: If it has a phylactery, a destroyed dracolich 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.

Amphibious: The dracolich can breathe air and water.

Frightful Presence: Each creature of the dracolich's choice that is within 120 feet of the dracolich and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the dracolich is within line of sight, ending the effect on itself on a success.

Innate Spellcasting (Psionics): The dracolich's innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no material components:

  • At will: detect thoughts, telekinesis
  • 3/day each: confusion, dominate person, telepathic bond
  • 1/day each: feeble mind, mass suggestion
Actions

Multiattack: The dracolich can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.

Claw: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 6) slashing damage.

Tail: Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 6) bludgeoning damage.

Noxious Breath (Recharge 5-6): The dracolich exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 63 (14d8) poison damage on a failed save, or half as much Acid damage on a successful one.

Legendary Actions

Legendary Actions The dracolich 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 dracolich regains spent legendary actions at the start of its turn.

Detect: The dracolich makes a Wisdom (Perception) check.

Tail Attack: The dracolich makes a tail attack.

Psychic Scream (Costs 2 Actions): Virimendax emits a powerful psychic scream. Each creature within 30 feet of the Dracolich must succeed on a DC 17 Intelligence saving throw or take 22 (4d10) psychic damage and be stunned until the end of its next turn.

 

Description

Appearance: Virimendax is an imposing figure, a massive undead dragon whose scales retain a sickly green hue reminiscent of its former life. Its eyes glow with a malevolent green light, and its body is partially decayed, exposing bones and sinew that radiate dark energy. Despite its undead state, its scales glisten with an eerie luster, and it emanates a constant, faint aura of poisonous mist.

Behavior and Personality: Virimendax is a master of deceit and manipulation, traits that it perfected in life and continues to wield with deadly efficacy in undeath. It takes great pleasure in spreading fear and discord among those who dare to enter its domain. Cunning and strategic, this dracolich prefers to weaken its foes mentally and emotionally before engaging in direct combat, using its psionic abilities to sow confusion and terror.

Psionic Mastery: Virimendax possesses potent psionic abilities, allowing it to invade the minds of its enemies, instill fear, and control their actions. Its telepathic powers enable it to communicate silently and manipulate the thoughts of those within its reach.

Lair

Location

Virimendax has made its lair beneath an ancient, imposing castle that sits atop a rugged hill. This castle, once the seat of power for a feudal human lord, is now a desolate and foreboding place, its crumbling walls and darkened windows hinting at the evil lurking beneath. The lair is a labyrinthine series of tunnels, chambers, and caverns that extend deep into the earth, filled with danger and dark magic.

Lair Description

1. Entrance: The entrance to Virimendax’s lair is hidden within the castle’s dungeons. A secret passage, accessible through a hidden door behind a large tapestry, leads down a steep, spiraling staircase into the depths below. The air grows colder and more oppressive as one descends, filled with the faint scent of decay and poison.

2. Poisonous Grotto: At the base of the staircase is a cavern filled with luminescent, toxic fungi and pools of stagnant, poisonous water. The air here is thick with toxic fumes, causing those who breathe it to suffer from coughing fits and disorientation unless they succeed on a DC 15 Constitution saving throw.

3. Necromantic Laboratory: This chamber is where Virimendax conducts its dark experiments. Tables cluttered with ancient tomes, alchemical equipment, and the remains of various creatures are scattered about. The walls are lined with shelves holding jars of preserved body parts and rare, magical ingredients. A large, rune-inscribed circle dominates the center of the room, used for summoning and binding otherworldly entities.

4. Psionic Nexus: A focal point for the dracolich's mind powers, this room is filled with pulsating crystals that amplify psychic energy. Anyone who enters this chamber uninvited feels an overwhelming sense of paranoia and dread, experiencing hallucinations and whispers that can drive the weak-willed to madness.

5. Treasure Hoard: Virimendax treasure hoard is stored in a vast cavern, piled high with gold, jewels, magical artifacts, and the plundered relics of ancient civilizations. The hoard is guarded by undead sentinels and protected by powerful wards that deter intruders. Among the treasure is the dracolich’s phylactery, hidden within a heavily trapped and warded chest.

6. Throne Room: This grand cavern serves as the dracolich’s throne room. The ceiling is high and covered with stalactites, some of which have been shaped into grotesque, draconic forms. A massive stone throne, carved to resemble coiling serpents and dragons, sits at the far end of the room. From here, Virimendax surveys its domain and issues commands to its minions.

7. Chamber of Shadows: A dark, eerie room where the shadows themselves seem to move and writhe. This chamber is used for dark rituals and communing with other undead or fiendish entities. It is filled with shadowy figures that serve as both spies and assassins for the dracolich.

8. Graveyard of Dragons: A massive cavern filled with the skeletal remains of dragons long dead. Virimendax has reanimated many of these as skeletal or zombie dragons to serve as its guardians. The air here is cold and still, and the ground is littered with bones and draconic relics.

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), Virimendax takes a lair action to cause one of the following effects: Virimendax can't use the same effect two rounds in a row:

  1. Poisonous Mists: Virimendax releases a thick, toxic mist that fills a 20-foot radius within 120 feet of it. Each creature in that area must succeed on a DC 19 Constitution saving throw or become poisoned until the end of its next turn. While poisoned in this way, the creature also takes 7 (2d6) poison damage at the start of each of its turns.

  2. Psychic Pulse: Virimendax sends out a pulse of psychic energy. Each creature of Virimendax's choice within 60 feet must succeed on a DC 17 Intelligence saving throw or take 11 (2d10) psychic damage and have disadvantage on attack rolls and ability checks until the end of its next turn.

Regional Effects

The region containing Virimendax's lair is warped by its presence, which creates one or more of the following effects:

  1. Creeping Poison: Small animals and plants within 6 miles of the lair slowly become poisonous. A creature that eats such a plant or animal must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour.

  2. Whispers in the Dark: Intelligent creatures within 6 miles of the lair frequently hear faint, telepathic whispers, inducing paranoia and fear. These whispers can disrupt rest, causing creatures to gain no benefit from a short or long rest unless they succeed on a DC 15 Wisdom saving throw.

If Virimendax dies, these effects fade over the course of 1d10 days.

 

Habitat: ForestMountainUnderdark

ReivaxUnlimited

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