Jello Warning: When the Dragon Priest falls to half of its HP, it calls upon 1d10 gelatinous cubes to form around its enemies.
Spellcasting. The Dragon Priest is a 9-level spellcaster. Its spellcasting ability is Charisma (spell save DC 32, +19 to hit with spell attacks). The Dragon Priest has following Sorcerer spells prepared:
Cantrips (at will): Chill Touch, Fire Bolt, Infestation
1st level (6 slots): Chaos Bolt, Earth Tremor, Witch Bolt
2nd Level (6 slots): Aganazzar’s Scorcher, Dragon’s Breath, See Invisibility
3rd level (5 slots): Counterspell, Dispel Magic, Fireball, Slow
4th level (5 slots): Blight, Ice Storm, Wall of Fire
5th level (4 slots): Cone of Cold, Creation, Summon Draconic Spirit
6th level (4 slots): Chain Lightning, Disintegrate, Sunbeam
7th level (4 slots): Draconic Transformation, Finger of Death, Fire Storm, Teleport
8th level (3 slots): Sunburst
9th level (3 slots): Meteor Swarm, Power Word Kill, Time Stop
Spell The Dragon Priest takes its action to cast one spell per turn when not within melee range of an enemy.
Great-sword Attack Melee Weapon Attack: +16 to hit, reach 10 ft., 1 target. Hit: 28 (2d12 + 16) bludgeoning damage.
Dragon Surge. As a bonus action, the Dragon Priest can command 1d6 young dragons to come forward and attack once with their claws.
Attack of Opportunity. When an enemy leaves their 5 ft range, they can take an attack of opportunity on that enemy. This does not ignore disengage bonus actions.
Taken at the end of another player’s turn, the Dragon Priest has 4 Legendary Actions.
Vampiric Touch (Costs 1 Actions). When the Dragon Priest loses half of its hit points, it can summon 1d10 gelatinous cubes. When the Cubes take damage, the Dragon Priest heals for 1d6 rounds.
Description
The Dragon Priest is one of many. Their sole goal is to raise their figurehead back to life from another plane.
Lair and Lair Actions
Located in a swamp deep in an unhabitable area, the Dragon Priest prefers solitude to raise its minions in peace before releasing them upon unsuspecting adventurers and cities it wishes to take over.
Lair Actions
On initiative count 20 (losing initiative ties), the Dragon Priest takes a lair action to cause one of the following effects; the Dragon Priest can’t use the same effect two rounds in a row:
- At the end of a player's turn, the Dragon Priest can summon a swamp like area in a 60 foot radius around one player, turning the terrain to difficult.
- When the Dragon Priest loses 100 or more HP from a player in a single turn, the lair begins to quake, turning 1d4 20ft squares of quicksand to appear. If a player starts or ends their turn in the quicksand, they must pass a DEX save to avoid sinking to their ankles within the area.
Regional Effects
The region containing a legendary Dragon Priest’s lair is a tropical swamp, which creates one or more of the following effects:
- Increased temperature centered on the lair.
- A higher chance for heat exhaustion.
- Causes metal armor and weapons to rust easier due to the increased humidity and water content in the air.
If the [Dragon Priest] dies, these effects fade over the course of 1d10 days.
Comments