| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +6 |
| DEX | 8 | −1 | −1 |
| CON | 16 | +3 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 2 | −4 | −4 |
| WIS | 6 | −2 | −2 |
| CHA | 4 | −3 | −3 |
Undead Fortitude. If damage reduces Bladra to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, Bladra drops to 1 hit point instead.
Rotten Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Rotgut Wave (Recharge 5–6). Dexterity Saving Throw: DC 13, each creature in a 10-foot Cone. Failure: 14 (4d6) Acid damage. Success: Half damage.
In addition, a Swarm of Rot Grubs appears in a space occupied by one of the targets. It takes its turn immediately after Bladra.
Legendary Action Uses: 2 (3 in Lair). Immediately after another creature's turn, Bladra can expend a use to take one of the following actions. Bladra regains all expended uses at the start of each its turns.
Rend [1 Action]. Melee Attack Roll: +6, reach 5 ft. Hit: 7(1d6 + 4) Slashing damage plus 2 (1d4) Acid damage.
Frightful Presence [1 Action]. Each creature that can see Bladra must succeed on a DC 13 Wisdom Saving Throw or be Frightened of Bladra until the end of their next turn.
Description
A group of Brave Adventurers slew the great Black Dragon Bladra, the body of this dragon fell from the sky, disappearing into the murky mire of the Swamp below. Everything seemed well, but in the cold fall months something foul rose the swamp. The decayed form of Bladra once again threatens the safety of the locals.
Their lair is shrouded in strange mist Illuminated by Orange, Green and Purple Crystals.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), Bladra takes a lair action to cause one of the following effects; Bladra can’t use the same effect two rounds in a row:
Orange Acidic Haze. The Orange haze corrodes Weapons and Armor, inflicting a -1 Penalty to all gear affected until the next Lair Action. (This Reduces AC, to hit Rolls and Damage by 1.)
Purple Obscuring Haze. The Purple haze causes the Area to become Heavily Obscured until the next Lair Action. (Creatures are considered Blinded)
Green Poisonous Haze. The Green haze fills the lungs of those that breathe it in, Creatures must make a DC 13 Constitution Saving Throw or be Poisoned until the next Lair Action.
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