Undead: The dragon does not need to eat, drink, breath, or sleep.
Legendary Resistance (4/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Necromatic touch: When a creature is killed by the dragon it is immediately revived as a loyal undead servant with the same stats it had before it's passing.
Dark secret (3/Day). The dragon can see into a creatures mind and soul to observe it's strengths or weaknesses (stats) also the dragon gains advantage in attack rolls against the creature.
Hollow Whisper (2/Day). The dragon can hum a dark eldritch hymn, all humanoids who hear the hymn get disadvantage on ability rolls and attack rolls and become deafened for the next 6 rounds.
Spectral Burst (1/Day). The dragon can disperse its deathly aura over a 120ft radius. Roll a d20 for every creature in the area. Add the results of the d20(s), then kill all creatures in the area (except the dragon and its servants) whose maximum HP is less than or equal to the d20 scores.
Multiattack. The dragon can use its Frightful Presence. It then makes seven attacks: two with its bite and three with its claws and two with its tail.
Bite. Melee Weapon Attack: +17 to hit, reach 14 ft., one target. Hit: 36 (3d20 + 6) piercing damage plus 6 (1d12) necrotic damage.
Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 6) slashing damage plus 4 (1d8) necrotic damage.
Tail. Melee Weapon Attack: +15 to hit, reach 19 ft., one target. Hit: 24 (3d12 + 6) bludgeoning damage plus 4 (1d8) necrotic damage.
Frightful Presence. Each creature of the dragon's choice that is within 130 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 4 minutes. 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 the dragon's Frightful Presence for the next 16 hours.
Necrotic Fire Breath (Recharge 5–6). The dragon exhales decay and embers in a 80-foot line that is 15 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 95 (9d20 + 5) necrotic damage plus 45 (8d10 + 5) fire damage on a failed save, or half as much damage on a successful one.
Greater Healing. Healing. + 10 to Heal. One target. Self. Heal 3d20 HP
The dragon can take 4 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 dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) or Intelligence (History, Arcana, or Investigation) check.
Bite Attack. The dragon makes a bite attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 26 (4d10 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. Creatures with the frightened condition become unconscious if they fail their Dexterity saving throws and are not immune to the condition.
Lair and Lair Actions
Underworld Dragons reside in dark, moist caves within the underdark filled with ancient artifacts and decorated with the withered, shriveled remains previous victims and the fly-ridden carcasses of fresh kills. Zombie servants can commonly be found guarding these lairs
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 poison that the dragon can see within 130 feet of it surge outward in a grasping tide. Any creature on the ground within 60 feet of such a pool must succeed on a DC 17 Strength saving throw or be pulled up to 60 feet into the poison and knocked prone and poisoned.
- A horde of skeletal bats fills a 50-foot-radius sphere centered on a point the dragon chooses within 130 feet of it. The horde spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The area is lightly obscured. Any creature in the area when it appears must make on a DC 17 Constitution saving throw, taking 20 (4d10) piercing damage plus 10 (1d20) necrotic damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the area takes 20 (4d10) piercing damage plus 10 (1d20) necrotic damage.
- Magical darkness spreads from a point the dragon chooses within 100 feet of it, filling a 50-foot-radius sphere until the dragon 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 4th level or lower, the spell that created the light is dispelled.
Regional Effects
The region containing the infamous underworld dragon lair is warped by the dragon’s magic, which creates one or more of the following effects:
- The land within 13 miles of the lair takes twice as long as normal to traverse and doubles the rate of exhaustion, since the dragon's aura eats away at the stamina of the living .
- Water sources within 3 miles of the lair are supernaturally fouled and deadly. Enemies of the dragon that drink such water suffer 10 (1d20) poison damage and get the poisoned condition.
- A dark poisonous mist heavily obscures the land within 9 miles of the lair.
If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
9/13/2019 6:09:26 PM
|
9
|
1
|
1
|
Coming Soon
|







Comments