Large Dragon, Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 169 (1d4)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR
19 (+4)
DEX
14 (+2)
CON
17 (+3)
INT
16 (+3)
WIS
16 (+3)
CHA
15 (+2)
Saving Throws DEX +6, CON +7, WIS +7, CHA +6
Skills Perception +6, Stealth +5
Damage Vulnerabilities Fire
Damage Resistances Psychic
Damage Immunities Acid
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 16
Languages Common, Draconic
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

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.

Actions

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.

Reactions

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.

Legendary Actions
Layer Action:  While Urscula is in her lair, she may use the Faezerous to project her voice with Illusory magic around the Cavern. A creature can make a DC13 Wisdom check to identify the sounds as illusions but does not discern the source of the spell

Villain Actions (once the trigger occurs these actions occur at the top of each round of combat)

Villain Actions begin after Urscula engages the players on land
round 1) Urscula the Exalted. Urscula calls the Faezerous in the cavern to herself and it coalesces on her armor increasing AC by 2 and increasing Saves to spells by 2.
round 2 - 3) Urscula the CalamitousDuration: If Urscula drops below 50 hp at the top of the initiative order again, Urscula the Unleashed effect ends, and Urscula the Calamitous triggers as the third and final Villain Action. If not, the whirlwind's persistent movement restrictions continue for a 3rd round, then Urscula the Cataclysmic triggers on the 4th round.
Urscula rises 20 feet into the air and sheds the Faezerous from her scales and creates a counterclockwise whirlwind in the cavern.

Urscula loses the defensive bonuses from the first villain action. 
Enemies make DC 13 Strength saving throw.
Moved 15 feet on a fail, 5 feet in a success. Cover allows the players to make the check with advantage
Players make a DC 13 Wisdom Save. All enemies take 3d6 psychic damage on a fail, half as much on a success. Players behind cover make the save with advantage. A failure of more than 8 causes the enemy to experience debilitating madness, they have the fear condition for one turn.
Attempts to move out in the open of the whirlwind require a DC 13 Strength check to move in the storm as if it were difficult terrain. Attempts to move with the storm double movement speed and jump distance. The whirlwind is not sentient so the DM should encourage any attempts the players make to use it to their advantage.
Weapons fired with the intent of using the storm to aid the attack have Advantage.
Any other attempt to make a ranged weapon attack has Disadvantage up to it's closer range boundary and is not within range beyond that distance.
 
(round 3 - 4)Urscula the Cataclysmic. Urscula inhales the thick faezerous of the cavern deep into her lungs and unleashes a beam of faezerous. She can turn the blast such that it creates a sweeping beam. It obliterates 3ft of cover.
The inhaled Faezerous grants Urscula ((70 - Current HP) / 5 rounded up) d8 temporary hit points as it grants Urscula the necessary adrenaline to continue the fight.
Range of 90 ft. 
8d10 psychic damage 
Targets can either make a Dex Save or a Wis Save DC 16 a fail of 10 or more results in the Faezerous fear effect above.
 
Urscula can either choose to focus fire or sweep the beam. If Urscula focuses the blast targets make the save with disadvantage and the blast cuts through 5t of terrain instead of 3ft.
 
Any targets caught in the sweep make their save with advantage. They can see it coming helping them to avoid the brunt of the blast.
 

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)

Habitat: UnderdarkUnderwater

moralhazzard333

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