Amphibious. The dragon can breathe air and water.
Legendary Save. Once per day, Urscula can choose to succeed a failed saving throw.
The Edge of Madness. The Maddening Faezerous of the Underdark has made Urscula's mind slippery and difficult to grasp. Urscula makes saves to prevent having her mind be controlled with advantage, if an effect would force Urscula to do something, she roles with advantage.
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 4 (1d8) acid damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Acid Breath (Recharge 5–6). The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.
Bonus Action:
Cunning Action: Urscula may either:
swim up to her swimming speed.
attempt to hide if Urscula is submerged, she has a +2 to the stealth check.
Wingbeat: When an enemy makes an attack against Urscula before the player makes a roll to hit Nightscale beats her wings to increase her armor class by 3 for one ranged attack. Any enemies in 10ft make a DC 13 Strength check and are knocked back 10 ft on a fail, 5 on a success.
Villain Actions (once the trigger occurs these actions occur at the top of each round of combat)
Urscula loses the defensive bonuses from the first villain action.
Description
Urscula is wicked, cruel, and clever. Given the opportunity, Urscula will try to separate the members of the party, dragging them down into the lake which is 30 ft deep.
There Urscula will attempt to knock enemies unconscious
Urscula will abandon the cavern and her hoard if brought below 25 hit points.
Lair and Lair Actions
Nightscale's layer is the cavern at the base of the white plume stalagmite
Regional Effects
The region containing a legendary black dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- faerzress shrouds the area in a light fog. Vision is obscured at 60ft. spells are twisted within 30 ft of Nightscale.
Ranged spell attacks have a 25% chance of changing once they enter the space and spells cast from within 30ft of Nightscale have 50% chance of being modified in some way.
1. The caster can see one round into the future.
2. A caster teleports 25 ft. to the left of their location. A trail of fire appears from their starting position to their teleported position.
3. The spell fails to take effect… until 1d4 -1 (min of 1) rounds later.
4. The spell builds up at the users magical implement, charging. The spell is not cast this turn, but next, dealing double damage to those hit
5. A force explodes out in a ring around the caster, knocking everybody back 5 feet (Fort save DC14, range 25ft)
6. Your shadow detaches from you and becomes a shadow (the creature).
7. The world seems to slow to a crawl around you. You get to take 1 additional action
8. The caster has max damage on the spell they were casting
9. The caster has min damage on the spell they were casting
10. The castor is teleported before their diety and may ask three questions (they do not know this)
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