Huge Aberration (Half-Dragon), Lawful Evil
Armor Class 21 (natural armor)
Hit Points 435 (50d12 + 85)
Speed 20 ft., Swim 40 ft., Fly 80 ft.
STR
23 (+6)
DEX
14 (+2)
CON
21 (+5)
INT
18 (+4)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws STR +11, CON +10, INT +9, WIS +7, CHA +9
Skills History +12, Perception +13, Stealth +7
Damage Resistances Lightning
Damage Immunities Acid
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Deep Speech, Draconic, Primordial, Telepathy 120 ft.
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Amphibious. Quarga can breathe air and water.

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

Mucous Cloud. While underwater, Quarga is surrounded by transformative mucus. A creature that touches Quarga or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.

Probing Telepathy. If a creature communicates telepathically with Quarga, Quarga learns the creature’s greatest desires if he can see the creature.

Actions

Multiattack. Quarga makes four tentacle attacks.

Tentacle. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature’s skin becomes translucent and slimy, the creature can’t regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.

Tail. Melee Weapon Attack: +11 to hit, reach 10 ft. one target. Hit: 15 (3d6 + 6) bludgeoning damage.

Frightful Presence. Each creature of Quarga's choice that is within 120 feet of him and aware of it must succeed on a DC 17 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.

Acid Breath (Recharge 5–6). Quarga exhales acid in a 30-­foot diameter. Each creature in range must make a DC 19 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. Lingering Potency: If this attack is made underwater, the acid doesn't disperse immediately and does an additional 7 (2d6) acid damage at the top of initiative for the next 3 rounds, or until dispersed via magical means.

Legendary Actions

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

Detect. Quarga makes a Wisdom (Perception) check.

Tail Swipe. Quarga makes one tail attack.

Psychic Drain (Costs 2 Actions). One creature charmed by Quarga takes 10 (3d6) psychic damage, and Quarga regains hit points equal to the damage the creature takes.

Wing Attack (Costs 2 Actions). Quarga beats its wings. Each creature within 10 feet of Quarga must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. Quarga can then move up to half of its swim or fly speed depending on terrain.

Lair and Lair Actions

Quarga has recently corrupted the abandoned Aquaria of the Azure Fringe. Sent on a mission by his creator, he is seeking the long lost Primordial Binding Focuses marked on the giant-skin map that had been passed down through his family. His form has warped from that of an Adult Black dragon to sprout tentacles, an extra eye and a mucus-like film exuding around himself. He has begun to warp his followers into images similiar to his own. They begin to sprout tentacles from their limbs, gain additional eyes, and there skin becomes pale to translucent.

Lair Actions

When fighting inside his lair, Quarga can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Quarga takes a lair action to cause one of the following effects:

  • Quarga casts phantasmal killer (no components required) on any number of creatures it can see within 60 feet of it. While maintaining concentration on this effect, Quarga can’t take other lair actions. If a target succeeds on the saving throw or if the effect ends for it, the target is immune to Quarga's phantasmal killer lair action for the next 24 hours, although such a creature can choose to be affected.
  • Water in Quarga's lair becomes more acidic as he opens his gills and thrashes around. Quarga can target any number of creatures it can see in such water within 90 feet of it. A target must succeed on a DC 16 Constitution saving throw or take 7 (2d6) acid damage. Quarga can’t use this lair action again until it has used a different one.
  • Pools of water that Quarga can see within 120 feet of him surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. Creatures already submerged underwater become grappled until the end of their next turn.
  • Magical darkness spreads from a point Quarga chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Regional Effects

The region containing Quarga's lair is warped by the creature’s presence, which creates one or more of the following effects:

  • Underground surfaces within 1 mile of Quarga's lair are slimy and wet and are difficult terrain.
  • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of Quarga that drink such water vomit it within minutes.
  • As an action, Quarga can create an illusory image of itself within 1 mile of the lair. The copy can appear at any location Quarga has seen before or in any location a creature charmed by him can currently see. Once created, the image lasts for as long as he maintains concentration, as if concentrating on a spell. Although the image is intangible, it looks, sounds, and can move like Quarga. Quarga can sense, speak, and use telepathy from the image’s position as if present at that position. If the image takes any damage, it disappears.

If Quarga dies, the first two effects fade over the course of 3d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
1/6/2025 10:48:12 PM
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1/13/2025 11:54:09 PM
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Habitat: SwampUnderdark

LuthWindrriver

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