Corrupted Echo of Divinity.
Vhazrithar Ascendant’s presence unnerves even the gods. All divine magic cast within 120 ft. requires a DC 18 spellcasting ability check. On a failure, the spell fizzles and the slot is wasted.
Illusory Inferno.
Creatures that take damage from Vhazrithar's breath or aura must succeed on a DC 22 Intelligence saving throw or see their allies as enemies until the end of their next turn (affected by Major Image illusion).
Legendary Resistance (3/Day).
If Vhazrithar fails a saving throw, he can choose to succeed instead.
Firestorm Aura.
At the start of each of Vhazrithar’s turns, each creature within 30 feet takes 10 (3d6) psychic fire damage and must succeed on a DC 22 Wisdom saving throw or become frightened until the end of its next turn.
Multiattack.
Vhazrithar makes three attacks: one with his Ruinous Bite and two with Shatterclaws.
Ruinous Bite.
Melee Weapon Attack: +15 to hit, reach 15 ft., one target.
Hit: 3d10 + 9 piercing damage + 4d8 psychic fire damage. The target must succeed on a DC 22 Constitution saving throw or be stunned until the end of their next turn.
Shatterclaw.
Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
Hit: 2d8 + 9 slashing damage + 2d8 fire damage. The target must make a DC 22 Intelligence saving throw or lose concentration (if concentrating), and cannot benefit from magical bonuses (AC, weapons, etc.) until the end of its next turn.
Breath Weapon (Recharge 5–6): Whisperflame Apocalypse.
Vhazrithar exhales a cone of iridescent psychic flame in a 90 ft. cone. Each creature must make a DC 22 Dexterity saving throw.
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On a failed save, the creature takes 18d6 psychic fire damage and is affected by confusion for 1 minute (save ends at end of each of its turns).
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On a successful save, the creature takes half damage and suffers no additional effect.
Soul-Shattering Roar (Recharge 6).
Vhazrithar roars with divine hatred. Each enemy within 120 feet that can hear him must succeed on a DC 22 Charisma saving throw or be banished to a horrifying false reality (as banishment, no save at end of turn). The target returns at the end of its next turn, frightened until the end of its next turn.
Vhazrithar Ascendant can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. He regains spent legendary actions at the start of his turn.
Commanding Roar.
One creature Vhazrithar can see must succeed on a DC 22 Wisdom saving throw or be frightened until end of its next turn.
Smoldering Surge.
Vhazrithar moves up to half his flying speed without provoking opportunity attacks.
Crown-Shattering Strike (Costs 2 Actions).
Vhazrithar makes one Shatterclaw attack. On a hit, the target must make a DC 22 Constitution saving throw or lose the benefits of all magic items and racial traits until the end of its next turn.
Mythic Trigger: When Vhazrithar is first reduced to 0 HP in dragon form, he doesn’t die — instead, he unleashes a burst of corrupted divine fire and can use one Mythic Action immediately.
1. Rebirth in Madness (Costs 3 Actions).
Vhazrithar sheds his current body in a nova of flame. Every creature within 60 feet must succeed a DC 22 Constitution saving throw or take 10d10 psychic fire damage and become blinded and deafened for 1 minute (save ends at end of each of their turns).
2. Flame of Forgotten Gods (Costs 2 Actions).
Vhazrithar calls upon Cyric’s madness. One creature he can see must succeed on a DC 22 Intelligence saving throw or fall under dominate monster for 1 minute (save ends at end of each turn).
3. False Salvation (1/Day).
Targets up to three creatures within 60 feet. They must each make a DC 22 Charisma saving throw or believe Vhazrithar is their god. On failure, they are charmed for 1 minute, will protect Vhazrithar with their lives, and cannot be convinced otherwise without divine intervention.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
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If the [monster name] dies, these effects fade over the course of #d# days.







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