| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +14 |
| DEX | 14 | +2 | +16 |
| CON | 22 | +6 | +24 |
| Mod | Save | ||
|---|---|---|---|
| INT | 18 | +4 | +14 |
| WIS | 15 | +2 | +16 |
| CHA | 21 | +5 | +22 |
Legendary Resistance (3/Day). If Cherdammaxtriok fails a saving throw, it can choose to succeed instead.
Runic Anchor. Cherdammaxtriok remains imprisoned within its statue while the original runes of imprisonment remain intact. If the runes are destroyed, it sheds its stony prison, becoming the undead, disembodied head of an adult black dragon and gaining its full flying speed of 40 feet.
Undead Nature. Cherdammaxtriok doesn’t require air, food, drink, or sleep.
Multiattack. Cherdammaxtriok makes two Bite attacks and can use Acid Breath or Necrotic Breath, if available.
Bite. Melee Attack Roll: +11, reach 10 ft. Hit: 21 (3d10 + 5) Piercing damage plus 13 (3d8) Necrotic damage.
Acid Breath (Recharge 5–6). Cherdammaxtriok exhales acid in a 60-foot-long, 5-foot-wide line. Each creature in that area 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.
Necrotic Breath (Recharge 5–6). Cherdammaxtriok exhales clinging shadow in a 30-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) Necrotic damage on a failed save or half as much damage on a successful one. A creature that fails the save also has the Frightened condition until the end of its next turn.
Possess Corpse (Recharge 6). Cherdammaxtriok inhabits the remains of one Huge or smaller creature within 10 feet of itself. While possessing the corpse, Cherdammaxtriok gains a walking speed of 30 feet and Temporary Hit Points equal to the corpse’s Hit Point maximum. Destroying the corpse forces Cherdammaxtriok to return to its skull form.
Frightful Visage. Each creature of Cherdammaxtriok’s choice within 60 feet of it that is aware of it must succeed on a DC 19 Wisdom saving throw or have the Frightened condition for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Cherdammaxtriok can take three Legendary Actions, choosing from the options below. It can take only one Legendary Action at a time and only at the end of another creature’s turn. Cherdammaxtriok regains spent Legendary Actions at the start of its turn.
Detect. Cherdammaxtriok makes a Wisdom (Perception) check.
Rune Pulse. Cherdammaxtriok emits a burst of necrotic energy in a 15-foot Emanation originating from itself. Each creature in that area must succeed on a DC 18 Constitution saving throw or take 13 (3d8) Necrotic damage and be pushed up to 10 feet away from Cherdammaxtriok.
Bite. Cherdammaxtriok makes one Bite attack.
Description
Dominating one side of the entrance hall is the imposing stone head of a great black dragon. To casual observers, it appears to be an expertly carved piece of gothic statuary. In truth, it is the petrified, preserved head of Cherdammaxtriok - a once-powerful black dragon and long-time collaborator of Valthor.
The two parted ways after a bitter falling-out (the exact details are shrouded in petty, immortal grudges), and Valthor chose to immortalise the dragon in stone as both a trophy and a reminder.
Runes inscribed around the base preserve Cherdammaxtriok’s consciousness, allowing private conversations with Valthor when no one else is present.
Lair and Lair Actions
When Cherdammaxtriok is encountered in the entrance hall or near its statue, it can take the following Lair Action on Initiative count 20, losing initiative ties:
Runic Shockwave. The imprisoning runes flare violently. Each enemy within 20 feet of Cherdammaxtriok must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 14 (4d6) Force damage and has the Prone condition.
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