Amphibious. Aatryxia can breathe air and water.
Legendary Resistance (4/Day). If Aatryxia fails a saving throw, she can choose to succeed instead.
Magical Resistance. Aatryxia has advantage on saving throws from spells and other magical effects.
Spellcasting. Aatryxia is a 20th level spellcaster. Her spellcasting ability is Charisma (Spell save DC 26, +18 to hit with spell attacks). She has the following Bard spells prepared:
Cantrips (at will): Vicious Mockery, [Tooltip Not Found], Message, Friends
1st level (4 slots): Charm Person, Faerie Fire, Hideous Laughter, Sleep
2nd level (3 slots): Calm Emotions, Hold Person, [Tooltip Not Found]
3rd level (3 slots): Enemies Abound, Hypnotic Pattern, Stinking Cloud
4th level (3 slots): Dimension Door, Polymorph, Charm Monster
5th level (3 slots): Dominate Person, Scrying
6th level (2 slots): [Tooltip Not Found], Mass Suggestion
7th level (2 slots): Teleport
8th level (1 slot): Glibness, Power Word: Stun
9th level (1 slot): Psychic Scream
Multiattack. Aatryxia can use its Charming Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 13 (3d8) necrotic damage.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Charming Presence. Each creature of Aatryxia's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 26 Wisdom saving throw or become charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Charming Presence for the next 24 hours.
Life-Stealing Breath (Recharge 5–6). Aatryxia exhales life-stealing energy in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 82 (15d10) necrotic damage on a failed save, or half as much damage on a successful one. On a failed save Aatryxia heals for half of the damage dealt, for every 5 hit points healed over hitpoint maximum Aatryxia's hitpoint maximum increases by 1. These hitpoints are permanent.
Aatryxia can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Aatryxia regains spent legendary actions at the start of her turn.
Detect. Aatryxia makes a Wisdom (Perception) check.
Tail Attack. Aatryxia makes a tail attack.
Wing Attack (Costs 2 Actions). Aatryxia beats her wings. Each creature within 15 feet of Aatryxia must succeed on a DC 26 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Aatryxia can then fly up to half her flying speed.
Description
Aatrxyia is one of the 6 legendary dragons of Xanthiaa. She has lived under the swamps of Shartine for a millennia gathering her power. Now she is ready to wipe out the living and place the entire planet of Ethiriaa under her dominion.
Lair and Lair Actions
Deep in the swamp lands of Shartine lies Aatryxia's lair. Guarded by her hordes of undead minions as well as her most trusted defender [Tooltip Not Found]. In recent days Aatryxia's minions have begun pushing into the farm lands of Hurraam.
Lair Actions
On initiative count 20 (losing initiative ties), Aatryxia takes a lair action to cause one of the following effects; Aatryxia can’t use the same effect two rounds in a row:
- Pools of water that Aatryxia can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 17 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
- A sphere of necrotic energy fills a 20-foot-radius sphere centered on a point Aatryxia chooses within 120 feet of it. The sphere spreads around corners and remains until Aatryxia dismisses it as an action, uses this lair action again, or dies. Any creature in sphere when it appears must make on a DC 17 Constitution saving throw, taking 10 (3d6) necrotic damage on a failed save, and reducing hitpoints maximum by half that amount. Hitpoints lost in this way are restored after a long rest, or with a greater restoration spell, or other similar effect. A creature that ends its turn in the sphere makes a DC 17 Constitution saving throw, taking 10 (3d6) necrotic damage on a failed save, and reducing hitpoint maximum by half that amount.
- Magical darkness spreads from a point Aatryxia chooses within 60 feet of it, filling a 15-foot-radius sphere until Aatryxia dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Regional Effects
The region containing Aatryxia's lair is warped by Aatryxia's magic, which creates one or more of the following effects:
- The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.
- Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.
- Fog lightly obscures the land within 6 miles of the lair.
If Aatryxia dies, vegetation remains as it has grown, but other effects fade over 1d10 days.
Previous Versions
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Incredible! Nice work Pepperjak.