Legendary Resistance (4/Day). If Bayle fails a saving throw, it can choose to succeed instead.
Magic Resistance. Bayle has advantage on saving throws against spells and other magical effects.
Magic Weapons. Bayle's weapon attacks are magical, and its Dreadfire Breath ignores resistance to fire damage.
Dreadlord. So twisted and corrupted is the cannibalistic Dreadlord, that even their very soul is divorced from its former glory. Bayle cannot be compelled by any magical means to act against how it would normally wish to act, such as by the suggestion spell.
Multiattack. Bayle makes three attacks: one with its Dreadfire Breath and two with its Wing Spike.
Dreadfire Breath. Bayle blasts out a jet of dreadfire and crimson lightning. This can be in either a 20ft radius circle centered on Bayle, a 60ft cone, or a 90ft long, 5ft wide line. Either way, all creatures within the area must make a DC 23 Dexterity saving throw, taking 33 (6d10) fire damage and 33 (6d10) lightning damage on a failed save, or half as much on a successful one.
Wing Spike. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 23 (4d6 + 9) piercing damage.
Flight of the Dreadlord (Recharge 6). Summoning the echos of wings once had, Bayle flies into the air, travelling its full movement speed before landing again, without provoking opportunity attacks. Each creature within 120ft of it at any point during its flight must succeed on a DC 23 Dexterity saving throw or take 33 (6d10) fire damage. This ignores cover. When Bayle lands, all creatures within 5ft of Bayle must make a DC 23 Strength saving throw. On a failed save, they take 23 (4d6 + 9) piercing damage, 28 (8d6) fire damage and are knocked prone. On a successful save, they take half as much damage and are not knocked prone.
Bayle 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. Bayle regains spent legendary actions at the start of its turn.
Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (4d10 + 9) piercing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 27 (4d8 + 9) piercing damage.
Wing of the Dreadlord (Costs 2 Actions). Bayle makes a Wing Spike attack at a target they can see within range. If they hit, the attack does an additional 28 (8d6) fire damage.
Description
Foulest beast and fouler drake,
The Dragonlord's only mistake.
Lair and Lair Actions
Bayle lairs atop the Jagged Peak, in a crater brimming with fire and surrounded by the corpses of several desecrated dragon corpses.
Lair Actions
On initiative count 20 (losing initiative ties), Bayle takes a lair action to cause one of the following effects; Bayle can’t use the same effect two rounds in a row:
- With a mighty roar, Bayle brings down crimson lightning bolts all around the lair. All creatures within the lair must succeed on a DC 16 Dexterity saving throw or take 22 (4d10) lightning damage.
- Chunks of molten rock burst from the earth beneath one creatures feet. That creature must succeed on a DC 16 Strength saving throw, or take 11 (2d10) fire damage and be knocked prone.
- The wicked stain of cannibalism tries to take hold of one of those fighting the Dreadlord. One creature Bayle can see within its lair must succeed on a DC 16 Wisdom saving throw, or immediately use their reaction to make an unarmed attack against a creature they can see within range. If there is no creature within range, the affected creature attacks themself.
Regional Effects
The region containing Bayle's lair is tainted by the foul stench of its soul and the twisted actions it performed, which creates one or more of the following effects:
- Local fauna within 6 miles can be seen engaging in unusually brutal acts of violence, some even resorting to eating one another, as if under the influence of some unknown force.
- Any dragon that attempts to get within 1 mile of the lair is filled with the intense compulsion to leave as soon as possible.
- Bayle was banished here by Dragonlord Placidusax many eons ago. As such, it cannot leave its lair under any circumstances and any who attempt to forcibly remove it from its lair find that their attempts shall always fail.
If Bayle dies, these effects fade over the course of 2d10 days.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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7/17/2024 6:10:02 PM
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20
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9
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1.0.0
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Coming Soon
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