Amphibious. The dragon can breathe air and water.
Shapechanger. Chartilifax can use his action to polymorph into a Medium humanoid form of an elf with a green hued skin or back into his true form. Without wings, Chartilifax loses his flying speed. Other than his size and speed, his statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed.
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 4) slashing damage.
Poison Breath (Recharge 5–6). The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
Devourer of Flame. When Chartilifax is hit by a fire based attack, spell or other such effect, it devours the flame, as if it was food, growing stronger. Instead of taking damage Chartilifax gains temporary hit points equal to half the fire damage and deals an additional 5 (2d4) fire damage on all its attacks, until the end of its next turn.
Description
A personal servant to the Prophet, Chartilifax is a lethal asset for the Abolethic Sovereignty. He is a twisted and powerful green dragon who serves the succubus as personal jailer and mobile weapon. Until several seasons ago, the young green dragon made his home in Neverwinter Wood.
The local constabulary mustered a force to deal with the beast, but none of the would-be dragonslayers returned home. So the Prophet of Helm’s Hold intervened. Her foreknowledge, she said, led her to believe she could deal with this dragon—as long as the townsfolk kept their faith in her.
Rohini caught Chartilifax in the thrall of her beauty long enough to bestow a kiss on him, binding the dragon to her will. Then the Prophet opened her mind to her dragon and drove him instantly mad. Shortly after Chartilifax’s capture, Rohini assigned her foulspawn sorcerers to forcibly alter his form.
Lair and Lair Actions
Today, the beast, often in the form of a green-skinned elf, lurks in the crypts beneath Helm’s Hold. He spends his days fulfilling the simple task Rohini sets him—dispose of any intruders who attempt to find the Hex Locus. He loves riddles and plays cat-and-mouse stalking games with clever adventurers, treasuring the hunt and kill as he did in Neverwinter Wood.
The crypts are now Chartilfax's chosen lair.
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:
- Plaugechanged roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. Each creature must also succeed a DC 17 Constitution saving throw or become diseased for 1d4 minutes. Each creature diseased in this way suffers one level of exhaustion every two rounds of combat until cured by a spell or similar effect that cures diseases. Any creature that is not cured after 1 minute cannot be cured of the disease unless the source of the cure is equal to a healing spell or similar effect of 5th level or higher . A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.
- A plague wall of tangled brush bristling with luminescent thorns springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) piercing damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each creature must also succeed a DC 17 Constitution saving throw or become diseased immediately for 1d4 minutes. Each creature diseased in this way suffers one level of exhaustion every two rounds of combat until cured by a spell or similar effect that cures diseases. Any creature that is not cured after 1 minute cannot be cured of the disease unless the source of the cure is equal to a healing spell or similar effect of 5th level or higher. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity and a DC 17 Constitution saving throw once each round it’s in contact with the wall, taking 18 (4d8) piercing damage and/or further diseased on a failed save, or half as much damage and not further diseased on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to radiant damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies.
- Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round.
Regional Effects
The region containing a legendary green dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Deep plaguechanged, luminescent roots cling to the labyrinthine passages within 1 mile of the Chartilifax's lair. The roots act as 5-foot-long spiked whips that attack creatures that move within reach of them. A creature attacked in this way must make a DC 15 Dexterity saving throw or take 3 (1d6) piercing damage from thorns. A creature that is hit by the roots in this way must also succeed a DC 12 Constitution saving throw or become diseased immediately for 1d2 minutes. Each creature diseased in this way suffers one level of exhaustion every two rounds of combat until cured by a spell or similar effect that cures diseases. Any creature that is not cured after 1 minute cannot be cured of the disease unless the source of the cure is equal to a healing spell or similar effect of 5th level or higher.
Each root has AC 2, 5 hit points, resistance to bludgeoning and piercing damage, vulnerability to radiant and slashing damage, and immunity to psychic and thunder damage. - Within 1 mile of its lair, the Chartilifax leaves no physical evidence of its passage unless it wishes to. Tracking him in the crypts is impossible except by magical means. In addition, it ignores movement impediments and damage from plaguechanged plants in this area. The plaugechanged plants remove themselves from the Chartilifax's path.
- Small Foulspawn and plaguechanged insects within 1 mile of the Chartilifax's crypts serve as the his eyes and ears.
If the Chartilfax dies, the Small Foulspawn and plaguechanged insects lose their supernatural link to it. The plaguechanged roots remain, but within 1d10 days, they become mundane dying plants.
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