Huge Undead, Chaotic Evil
Armor Class 19 (natural armor)
Hit Points 256 (19d12 + 133)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
16 (+3)
WIS
13 (+1)
CHA
21 (+5)
Saving Throws STR +14, DEX +6, CON +13, WIS +7, CHA +11
Skills Perception +13, Stealth +6
Damage Vulnerabilities Radiant
Damage Resistances Cold
Damage Immunities Fire, Necrotic
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Common, Draconic
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Rejuvenation. If it has a phylactery, a destroyed Azar gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Spellcasting. Azar is an 18th-level spellcaster. Its spellcasting ability is Charisma  (spell save DC 20, +12 to hit with spell attacks). Azar has the following wizard spells prepared: • Cantrips (at will): mage hand, prestidigitation, ray of frost, chill touch • 1st level (4 slots): detect magic, magic missile, shield, thunderwave • 2nd level (3 slots): detect thoughts, invisibility, acid arrow, mirror image • 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball • 4th level (3 slots): blight, dimension door • 5th level (3 slots): cloudkill, scrying • 6th level (1 slot): disintegrate, globe of invulnerability • 7th level (1 slot): finger of death, plane shift • 8th level (1 slot): dominate monster, power word stun 

Turn Resistance. Azar has advantage on saving throws against any effect that turns undead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one bite and then two others, either claw, tail or strength drain.

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.

Strength Drain. Melee Weapon Attack: +14 to hit, reach 15 ft., one creature. Hit: (2d6 + 8) necrotic damage. The target's strength score is reduced by 1d4 The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

 

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.

Fire Breath (Recharge 5–6). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon 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. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

A chill extends from the unnatural carapace of the monstrous creature before you.  Dark arcane energy holds the form of the long dead dragon together, its eyes glow with a cold blue malevolence and the smell of decay surrounds it.  The mere sight of it makes your blood run cold. 

 

Lair and Lair Actions

Azar’s Lair

Azar has made her lair at the nexus of necromantic energy pulling energy and storing it for later use has made her very powerful and capable 

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:

  • Regeneration.  Azar regenerates hit points equal to the total amount of damage she dealt to any living creature in the past round.  She may also drain the energy of any active undead creature in the area, equal to 1d6 per CR of that creature.
  • Mass Weakness. Any creature that is not undead in the lair must make a Constitution Saving Throw DC 15 or suffer 1d4 reduction in Strength until the Next lair action.
  • Necrotic Surge.  The energy of the nexus point pulls incorporeal undead into the lair Roll 1d4 on the following list
    • 1 - One Wraith
    • 2 - Three Specters
    • 3 - Two Ghosts
    • 4 - Four Shadows
 

Regional Effects

Surrounding Azar's Lair the following effects happen.

Minor undead surround the jungles surrounding the Lair to a distance of three miles.  there are packs of 1-20 CR 3 or lower undead.  that roam about during the day, at night the CR of the undead increases to CR 5 or lower.  

Plants in the area within 3 miles of the lair stand dead and decaying, overcome with mold, fungus and the like.  

Creatures who die within 3 miles of the lair have a 10% chance of being unable to be revived with any spell short of a true resurrection or the like

If the dragon dies, these effects fade over the course of 1d10 days.

Habitat: Mountain

DrOgres

Comments

Posts Quoted:
Reply
Clear All Quotes