Legendary Resistance (3/Day). If the dracolich fails a saving throw, it can choose to succeed instead.
Magic Resistance. The dracolich has advantage on saving throws against spells and other magical effects.
Multiattack. The dracolich makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) poison damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.
Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Change Shape. The dracolich magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dracolich is reduced to 0 hit points or uses its action to end it.
Nightmare Breath (Recharge 5–6). The dracolich exhales a cloud of spores in a 60-foot cone. Each creature in that area must make a DC 16 Wisdom saving throw. On a failed save, the creature takes 54 (6d10), and it is frightened of the dragon for 1 minute. On a successful save, the creature takes half as much damage with no additional effects. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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.
Commanding Spores. The dracolich releases spores around a creature within 30 feet of it that it can see. The target must succeed on a DC 16 Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If no creatures are within reach, or the target can't take a reaction, it takes 5 (1d10) psychic damage.
Tail Attack. The dracolich makes a tail attack.
Spore Salvo (Costs 2 Actions). The dracolich releases poisonous spores around a creature within 30 feet of it that it can see. The target must succeed on a DC 16 Constitution saving throw or take 17 (5d6) poison damage and become poisoned for 1 minute. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Lair and Lair Actions
A Deep Dragon's Lair
Deep dragons make their lairs in well-hidden caves or sunless beaches in the Underdark, and these sites are often inaccessible without the ability to fly or dive underwater. They fill their lairs with secret passages and hiding places that allow them to escape or ambush visitors if the need arises. A well-cultivated lair abounds with Underdark fungi and plants, with the floor, walls, and ceiling covered in carpets of mold and moss, or featuring larger mushrooms and plants in neatly organized displays.
Lair Actions
On initiative count 20 (losing initiative ties), the dracolich takes a lair action to cause one of the following effects; the dracolich can’t use the same effect two rounds in a row:
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Deep Torpor. The dracolich casts the Slow spell, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 16). The spell ends early if the dracolich uses this lair action again or if the dracolich dies.
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Mossy Sludge. The dracolich conjures sludge-like moss that briefly covers surfaces in the lair. The ceiling, floor, and walls of the lair become difficult terrain until initiative count 20 on the next round.
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Toxic Spores. The dracolich fills a 20-foot cube it can see within 120 feet of itself with toxic spores. Each creature in that area must succeed on a DC 15 Constitution saving throw or take 14 (4d6) poison damage and be poisoned until the end of its next turn.
Regional Effects
The region containing a legendary deep dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Books, letters, and any other physical forms of writing within 6 miles of the dragon's lair become magically charged and can't be damaged by nonmagical means.
- When a creature finishes a long rest within 6 miles of the lair, the creature must first succeed on a DC 10 Constitution saving throw or be unable to reduce its level of exhaustion. Creatures immune to the poisoned condition are immune to this effect.
- Vegetation and fungi within 6 miles of the dragon's lair grow faster and cover a greater area than they normally would. Foraging in this area yields twice the usual amount of food.
If the dragon dies, these effects fade over the course of 1d10 days.
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