| Mod | Save | ||
|---|---|---|---|
| STR | 22 | +6 | +6 |
| DEX | 14 | +2 | +7 |
| CON | 20 | +5 | +10 |
| Mod | Save | ||
|---|---|---|---|
| INT | 18 | +4 | +4 |
| WIS | 14 | +2 | +7 |
| CHA | 22 | +6 | +11 |
Legendary Resistance (3/Day)
If Vaelxion fails a saving throw, he can choose to succeed instead.
Shadowy Form
Vaelxion’s body is semi-ethereal. Attack rolls against him made from more than 30 feet away have disadvantage.
Aura of Dread (30 ft.)
When a creature starts its turn within 30 feet of Vaelxion, it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Skeletal Resilience
If reduced to 0 hit points, Vaelxion’s body disintegrates into shadow and bone, but his essence lingers. He can reform in 1d6 days unless the Drazhul Core is destroyed or banished to another plane.
Multiattack
Vaelxion can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws.
Bite
Weapon Attack: +11 to hit, reach 15 ft., one target.
Hit: 21 (3d10 + 6) piercing damage plus 9 (2d8) necrotic damage.
Claw
Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 15 (2d6 + 6) slashing damage.
Tail
Weapon Attack: +11 to hit, reach 20 ft., one target.
Hit: 17 (2d8 + 6) bludgeoning damage.
Frightful Presence
Each creature of Vaelxion’s choice within 120 feet that is aware of him must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Breath Weapon (Recharge 5-6): Shadowflame Breath
Vaelxion exhales shadowy flames in a 60-foot cone. Each creature in the area must make a DC 18 Dexterity saving throw, taking 42 (12d6) necrotic damage on a failed save or half as much on a successful one.
Shadowflame Recharge
Vaelxion recharges his Shadowflame Breath if it is not currently available.
Wing Sweep (Costs 2 Legendary Actions)
Vaelxion beats his massive skeletal wings, forcing all creatures within 10 feet to make a DC 18 Dexterity saving throw or take 14 (3d6 + 4) bludgeoning damage and be knocked prone.
Dark Shroud
When Vaelxion is targeted by an attack within 60 feet, he can create a swirling shroud of shadow, imposing disadvantage on the attack roll.
Necrotic Retribution
When reduced to 0 hit points, Vaelxion releases a pulse of necrotic energy in a 30-foot radius. Each creature in the area must make a DC 18 Constitution saving throw, taking 28 (8d6) necrotic damage on a failed save or half as much on a success.
Vaelxion 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. Vaelxion regains spent legendary actions at the start of his turn.
- Tail Attack. Vaelxion makes a tail attack.
- Shadow Step. Vaelxion teleports up to 30 feet to an unoccupied space he can see.
- Shadowflame Burst (Costs 2 Actions). Shadows erupt from Vaelxion’s form. Each creature within 15 feet must make a DC 18 Dexterity saving throw, taking 13 (3d8) necrotic damage on a failed save or half as much on a successful one.
Description
Vaelxion, once a mighty draconic ruler and a guardian of powerful artifacts, fell in battle centuries ago, defeated by a coalition of heroes who feared his unyielding ambition and the devastation he could bring. Now, twisted into an undead form, he seeks to regain his full strength and exact vengeance on the mortal world.
In his skeletal shadow form, Vaelxion is a terrifying amalgamation of bone and dark energy. Shadow tendrils swirl around his massive frame, and his hollow eyes glow with a malevolent purple light. His deep, guttural voice reverberates with the echoes of his former might, and his presence exudes an aura of dread and despair.
Vaelxion is cunning, manipulative, and patient, preferring to let others act on his behalf until the moment is right for him to strike. His ultimate goal is to fully reclaim the Drazhul Core and use its power to restore his true form, reigniting his quest for dominance.
Lair and Lair Actions
Vaelxion’s lair is a sprawling, cavernous temple deep within the Underlanes, originally constructed to venerate an ancient draconic deity. The lair is steeped in shadow and necrotic energy, with jagged stalactites and flowing rivers of black ichor. The walls are inscribed with draconic runes glowing faintly in purples and greens, and a chilling, oppressive aura permeates the air.
Lair Actions
On initiative count 20 (losing initiative ties), Vaelxion can take one of the following lair actions:
- Shadow Surge: All light sources within 120 feet are extinguished, plunging the area into magical darkness until initiative count 20 of the next round.
- Necrotic Infusion: Tendrils of necrotic energy lash out at up to three creatures Vaelxion can see within 60 feet. Each target must make a DC 18 Constitution saving throw or take 14 (4d6) necrotic damage.
- Spectral Minions: Vaelxion summons 1d4 shadows (CR 1/2), which appear in unoccupied spaces within 30 feet of him and act on his initiative.
Regional Effects
The region containing Vaelxion’s lair is warped by his necrotic power, which creates the following effects:
- Eerie Darkness: Shadows seem to move on their own, unnerving creatures that pass through the area.
- Withering Flora: Plant life within 6 miles of the lair is stunted and sickly, and food spoils twice as quickly.
- Draconic Whispers: Creatures within 1 mile of the lair occasionally hear faint, unintelligible whispers in Draconic, which become louder the closer they are to the lair.
If Vaelxion is defeated, these effects fade over the course of 1d10 days.
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