Legendary Resistance (3/Day). If Las'Vireth fails a saving throw, he can choose to succeed instead.
Traits
Shapechanger: As a bonus action, Las'Vireth can transform into his Dragon Form or back into his Humanoid Form. He automatically reverts to his Dragon Form when reduced to half his hit points.
Multiattack (Humanoid Form): Las'Vireth makes three melee attacks with his Shadow Blade or casts a spell.
Shadow Blade: Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 8) psychic damage. On a critical hit, the target is also blinded until the end of Las'Vireth's next turn.
Spellcasting (Humanoid Form): Las'Vireth is a 15th-level spellcaster. His spellcasting ability is Charisma (spell save DC 21, +14 to hit with spell attacks). He has the following spells prepared:
- Cantrips (at will): Eldritch Blast (3 beams), Mage Hand, Minor Illusion, Prestidigitation
- 1st level (4 slots): Shield, Witch Bolt, Hex
- 2nd level (3 slots): Darkness, Hold Person, Mirror Image
- 3rd level (3 slots): Counterspell, Dispel Magic, Hunger of Hadar
- 4th level (3 slots): Greater Invisibility, Blight
- 5th level (2 slots): Cloudkill, Dominate Person
- 6th level (1 slot): Circle of Death
- 7th level (1 slot): Finger of Death
Multiattack (Dragon Form). The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. 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 24 hours.
Shadow Breath (Recharge 5–6). Las'Vireth exhales a wave of pure shadow in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (13d8) necrotic damage on a failed save, or half as much damage on a successful one.
Shadow Step: While in dim light or darkness, Las'Vireth can teleport as a bonus action up to 60 feet to an unoccupied space he can see. After teleporting, he has advantage on the first melee attack he makes before the end of the turn.
Las'Vireth 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. Las'Vireth regains spent legendary actions at the start of his turn.
- Shadow Strike: Las'Vireth makes a Shadow Blade attack.
- Wing Attack (Costs 2 Actions)(Dragon Form Only): Las'Vireth beats his wings. Each creature within 15 feet of him must succeed on a DC 21 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. Las'Vireth can then fly up to half his flying speed.
- Shadow Breath (Costs 3 Actions)(Dragon Form Only): Las'Vireth recharges and uses his Shadow Breath.
Description
Las'Vireth
Corrupted Shadow Dragon (Ancient Fang Dragon)
Las'Vireth is a terrifying embodiment of shadow and draconic fury, a once-proud dragon now twisted by dark magic and the lingering curse of his lineage. In his humanoid form, he is an imposing figure, with gaunt, sharp features and eyes that glow with a malevolent crimson light. His skin is a pallid, ashen gray, marred by veins of pulsing black energy that hint at the darkness festering within. Long, ragged black hair falls down his back, partially obscuring the intricate, eldritch runes etched into his flesh, each a testament to the twisted magic that corrupts him.
Humanoid Form:
When encountered in his humanoid guise, Las'Vireth exudes an aura of cold menace. His voice is a low, hissing whisper, carrying a chilling resonance that unsettles even the bravest souls. His movements are deliberate and unnaturally smooth, as if he is more shadow than substance. He often wears a tattered, black cloak that seems to absorb light, further enhancing his eerie presence. Beneath his cloak, a faint, sickly glow emanates from his chest, where the dark magic is most concentrated.
Dragon Form:
Upon revealing his true nature, Las'Vireth transforms into a nightmarish dragon, his body a grotesque fusion of ancient draconic might and shadowy corruption. His scales, once a muddy mix of gray and brown, are now dulled and cracked, leaking shadowy wisps that dissipate into the air. His wings, stunted and malformed, are too small to support flight, yet they cut through the air with terrifying speed and precision when grounded.
Las'Vireth’s head is crowned with jagged, bone-like horns, and his eyes burn with a malevolent red glow. His maw is filled with razor-sharp teeth, each dripping with a dark, viscous substance that hints at his venomous nature. His tail, forked and tipped with scythe-like blades, lashes out with deadly precision, leaving deep furrows in the earth wherever it strikes.
Personality:
The corruption of Las'Vireth’s mind is evident in his erratic behavior. He oscillates between moments of eerie calm and sudden, explosive violence. His speech is fragmented, filled with cryptic remarks that hint at his fractured psyche and desperate desire for salvation. Despite his malevolent actions, there are rare glimpses of his former self—a being once noble and proud, now tragically lost to darkness.
Abilities:
Las'Vireth’s powers are as twisted as his form. He commands the shadows, using them to deceive, trap, and destroy his enemies. He can meld into darkness, becoming almost impossible to detect, and his corrupted breath weapon unleashes a torrent of shadowy energy that saps the strength and vitality of those it touches. When cornered, Las'Vireth’s fury knows no bounds, and he will unleash all the dark power at his disposal in a desperate bid to destroy his foes.
Minions:
Around him, the shadows themselves seem to come to life, forming into twisted, nightmarish creatures that serve as his minions. These beings are formless horrors, composed of pure darkness, with glowing red eyes and claws that rend flesh and soul alike. They are relentless in their pursuit of the living, driven by the same dark power that consumes their master.
Lair and Lair Actions
A Remnant Dragon's Lair
Las'Vireth's lair is a dark and foreboding place, deeply corrupted by shadow magic and the lingering presence of his curse. The atmosphere is heavy, as if the air itself is saturated with dark energy, making each breath feel oppressive. The lair is located deep within the labyrinth, where the influence of the shadow dragon is at its peak.
Lair Description
1. Shadow-Infused Architecture: The lair is a twisted version of what might once have been a grand dwarven hall. The stone walls are cracked and blackened, with shadowy tendrils creeping along the surfaces, pulsing with faint, dark energy. The architecture is ancient, with remnants of dwarven craftsmanship evident in the intricate carvings, though many are defaced or corrupted. The carvings occasionally shift when observed out of the corner of one’s eye, depicting scenes of despair and suffering.
2. The Shattered Anvil: At the center of the lair is a massive, shattered anvil made of blackened metal, possibly an artifact left by the dwarves that once inhabited the mountain. It seems to be the source of some of the dark energy permeating the lair. The anvil is surrounded by a circle of runes, glowing faintly with shadowy light. This anvil is a twisted remnant of the original Anvil of Dwarven Kings, corrupted by Las'Vireth’s presence.
3. Phantasmal Torches: The lair is dimly lit by ghostly, blue-flame torches that burn without heat along the walls. These flames flicker and seem to cast shadows in unnatural directions. The light they emit seems to make the shadows in the room deeper and more menacing, giving the entire lair an eerie, otherworldly feel.
4. Pools of Necrotic Energy: Scattered throughout the lair are pools of liquid shadow, seething with necrotic energy. These pools bubble and churn as if alive, occasionally sending up tendrils of shadow that dissipate into the air. Any living creature that comes into contact with these pools feels a cold, draining sensation, as if their very life force is being sapped away.
5. The Throne of Shadows: At the far end of the lair stands Las'Vireth’s throne, a massive structure carved from dark stone, adorned with skeletal remains and draped in shadowy tendrils. The throne is positioned on a raised dais, giving Las'Vireth a commanding view of the entire lair. The area around the throne is particularly saturated with shadow magic, and the shadows seem to move of their own accord, whispering in unknown tongues.
6. The Echoing Chamber: The lair has an unnerving acoustic property: every sound echoes unnaturally, distorting voices and making it difficult to determine the source of any noise. This makes the lair feel disorienting, as footsteps, whispered conversations, and even the clashing of weapons can seem to come from multiple directions at once.
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: Roll a 1D6 to diced the resulted lair action
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1 Shadowy Grasp: Tendrils of shadow emerge from the walls and floor, attempting to restrain the adventurers. Each creature of Las'Vireth's choice within 30 feet of him must succeed on a DC 18 Dexterity saving throw or be restrained until the end of their next turn. While restrained in this way, the creature takes 10 (3d6) necrotic damage at the start of each of its turns.
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2 Creeping Darkness: The lair is plunged into an unnatural darkness that even magical light cannot pierce. Until the end of the next round, all light sources within the lair are extinguished, and all creatures except Las'Vireth are effectively blinded unless they have truesight.
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3 Haunting Whispers: Echoing whispers fill the lair, causing unease and confusion. Each creature of Las'Vireth's choice within 120 feet of him must succeed on a DC 18 Wisdom saving throw or suffer from disadvantage on attack rolls, ability checks, and saving throws until the start of Las'Vireth's next turn.
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4 Necrotic Pulse: A wave of necrotic energy radiates from the lair, affecting all creatures within it. Each creature of Las'Vireth's choice within 60 feet of him must make a DC 18 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
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5 Shadow Clone: Las'Vireth creates a shadowy duplicate of himself that lasts until the start of his next turn. The clone appears in an unoccupied space within 30 feet of Las'Vireth and can act independently, using Las'Vireth's melee attacks but not his spells. The clone has an AC of 16 and 1 hit point, but while it exists, Las'Vireth has advantage on attack rolls.
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6 Soul Drain: Las'Vireth targets one creature within 60 feet that has already been injured during the battle. That creature must succeed on a DC 18 Constitution saving throw or be drained of life force, taking 14 (4d6) necrotic damage. Las'Vireth regains hit points equal to the necrotic damage dealt.
Regional Effects
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Eternal Twilight: The region around Las'Vireth's lair is perpetually cloaked in dim light, as though the sun is always just below the horizon. Even during the day, the sky remains overcast, casting everything in eerie twilight. This lack of natural sunlight weakens creatures sensitive to light, while shadowy creatures are strengthened.
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Whispers of the Lost: Within a 10-mile radius of Las'Vireth's lair, the air is filled with faint, haunting whispers. These whispers are the remnants of lost souls, echoes of the dwarves who once inhabited the mountain and were corrupted by shadow magic. The whispers are unnerving and can lead to feelings of paranoia and dread in those who hear them. Characters in the area must make a DC 15 Wisdom saving throw each hour or suffer disadvantage on Wisdom (Perception) checks and Wisdom saving throws until they leave the region.
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Shadows Come Alive: Shadows within a 6-mile radius of Las'Vireth’s lair seem to move and writhe of their own accord, often forming vaguely humanoid shapes that follow travelers. These shadows are harmless illusions but are deeply unsettling. However, once per day, each creature that finishes a long rest in the region must succeed on a DC 17 Wisdom saving throw or be unable to regain spent Hit Dice until they leave the area.
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Corruption of the Land: The land within a 3-mile radius of the lair is twisted and corrupted. Plants wither and die, the ground becomes unstable, and the water turns brackish and foul. Any creature that drinks the water must succeed on a DC 14 Constitution saving throw or become poisoned for 1 hour. Additionally, crops fail, and animals born in this area are often stillborn or born with deformities.
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Shadowy Creatures: Within 1 mile of Las'Vireth's lair, creatures native to the area begin to show signs of shadow corruption. Animals have their fur, scales, or feathers darken, and their eyes glow faintly with an unnatural light. Some creatures might even gain shadowy traits, such as resistance to necrotic damage or the ability to hide in shadows more effectively. These creatures are also more aggressive and territorial.
Lifting the Effects
If Las'Vireth is defeated or driven from his lair, the regional effects gradually dissipate over the course of 1d10 days, with the land slowly returning to its natural state. However, the corruption may leave lasting scars on the environment and the creatures that lived there, potentially requiring powerful magic or rituals to fully cleanse the area.
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