Armor Class 24 (natural armor)
Hit Points 546 (28d20 + 252)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
30 (+10)
DEX
16 (+3)
CON
29 (+9)
INT
20 (+5)
WIS
17 (+3)
CHA
30 (+10)
Saving Throws DEX +12, CON +18, INT +14, WIS +12, CHA +19
Skills Arcana +19, History +12, Insight +10, Perception +17, Persuasion +16, Stealth +9
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 27
Languages Celestial, Common, Draconic, Dwarvish, Elvish
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (3/Day). If Aurrythax fails a saving throw, he can choose to succeed instead.

Magic Resistance. Aurrythax has advantage on saving throws against spells and other magical effects.

Repossession. As long as his phylactery is intact, Aurrythax will, upon destruction, possess a suitable body within 6 miles of it, fully restoring his hit points and becoming active again. Excluding the one he already inhabits, there are 6 suitable bodies in range.

Turn Immunity. Aurrythax is immune to effects that turn undead.

Actions

Multiattack. Aurrythax can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws.

Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage and 11 (2d10) cold damage.

Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage and 11 (2d10) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage and 11 (2d10) cold damage.

Frightful Presence. Each creature of Aurrythax's choice that is within 120 feet of him and aware of it must succeed on a DC 27 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 Aurrythax's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5–6). Aurrythax uses one of the following breath weapons.

Fire Breath. Aurrythax exhales fire in a 90-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one.

Weakening Breath. Aurrythax exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 26 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.

Change Shape. Aurrythax magically polymorphs into a humanoid or beast that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (his choice).

In a new form, Aurrythax retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, Repossession, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

Aurrythax 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. Aurrythax regains spent legendary actions at the start of its turn.

Detect. Aurrythax makes a Wisdom (Perception) check.

Claw (Costs 2 Actions). Aurrythax makes a claw attack.

Tail Attack. Aurrythax makes a tail attack.

Wing Attack (Costs 2 Actions). Aurrythax beats his wings. Each creature within 15 feet of Aurrythax must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and 11 (2d10) cold damage, and be knocked prone. Aurrythax can then fly up to half his flying speed.

Description

Lichdom as a state of being is befitting of only the supremely evil and irrecoverably mad, the mere idea of a gold dragon—the paragon of goodness and of law—even considering it, is laughable, if not sacrilegious.

Aurrythax was one of seven gold dragons assigned by Bahamut himself to guard a relic of unimaginable power: the Eye of Ao, a glowing orb with the ability to slay gods just by whispering their name into it. Impressive still, but paling in comparison, was the that a large area around it was completely imperceptible to deities, unable to be entered or perceived.

Wars have been fought, factions of gods, good and evil, sending their most powerful mortal devotees to claim, to protect, or to destroy it.

As eons passed, armies ceased their conquest. As eons passed, the dragons grew into their twilight. As eons passed, one by one, they perished. But, more concerning than their own mortality, was that they were never replaced. Why had Bahamut not sent more to protect the Eye? Surely in his boundless wisdom he would intuit the impermanence of their lives? The dragons, fewer and fewer, wished to communicate with their god, to send a messenger out. But, lawful to a fault, they dared not betray his direct order: do not leave your post.

Then there was one: Aurrythax. Alone. The youngest guardian, now pushing the limits of his lifespan, having spent most of his life patrolling the same area, protecting the same object. Not fearing his own death, but fearing the potential danger to his god, to all  gods and to that is good, Aurrythax acted in desperation. A great evil, for the greater good: his own mind a great library of arcane knowledge, the temple not lacking in resources, the lands wracked with spare souls, he became a dracolich; the Eye of Ao itself serving as his phylactery.

Now, centuries since his undeath, Aurrythax has gone mad--the dark energy inherent to lichdom eating away at his pure soul. Often he rambles incoherently, speaking to his long dead comrades as if they were still there, unaware even of his current condition. Still, he is stalwart in his assignment, unwaveringly loyal to Bahamut and the forces of good. The last guardian of the Eye of Ao.

Lair and Lair Actions

Aurrythax’s Lair

Aurrythax rarely leaves the temple of the Eye of Ao, though his influence stretches miles out from it. The lands were once well tended, long ago, by the dragons and by human and demihuman devotees of Bahamut, Pan, Torm. Plains of lush grass and colorful flowers as far as the eye can see, blanketed in a haze of opalescent mist, surrounding a monumentous temple as marvelous as it was fortified. What was once bursting with life and beauty is now dead and decrepit; all vegetation has died, dried, and burnt away, leaving a large expanse of sooty dirt; the gentle mist replaced with choking smog, leaving even the brightest day not but grey brown dusk.

Lair Actions

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

  • Aurrythax glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
  • One creature Aurrythax can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence Aurrythax has imagined into being. To escape, the creature must use its action to make a Charisma check contested by Aurrythax’s. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.

Regional Effects

The region around Aurrythax’s lair is warped by his magic, creating the following effects.

  • Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within a 6 mile radius of the temple, he can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with Aurrythax upon waking.
  • Choking smog manifests within 6 miles of the temple. The smog obscures vision, any ranged attacks or perception checks made without blindsight or truesight will have disadvantage.
  • Due to the effects of the Eye of Ao, any effects relying directly on a deity do not work within a 6 mile radius of the temple. This means clerics are almost entirely robbed of power, and that some abilities of paladins and warlocks may be limited.
  • No sound can be created within or pass into the Reliquary, a 200 cubic foot hall at the center of the temple, which contains the Eye of Ao.

If the Eye of Ao is destroyed, these effects end immediately.

Previous Versions

Name Date Modified Views Adds Version Actions
4/30/2023 9:21:17 AM
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10/30/2024 5:30:01 AM
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10/31/2024 5:28:01 AM
32
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10/31/2024 5:43:12 AM
31
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Monster Tags: undead

Whyet123

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