Armor Class 22 Natural Armor
Hit Points 546 (28d20 + 252)
Speed 40 ft., climb 40 ft., fly 80 ft.
STR
30 (+10)
DEX
10 (+0)
CON
28 (+9)
INT
20 (+5)
WIS
15 (+2)
CHA
22 (+6)
Saving Throws DEX +8, CON +17, WIS +10, CHA +14
Skills Arcana +15, Deception +9, Perception +16, Stealth +7
Damage Resistances Necrotic
Damage Immunities Fire, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Common, Draconic, Infernal.
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

Innate Spellcasting. Urdiem's spellcasting ability is Charisma (spell save DC 20, +15 to hit with spell attacks). Urdiem can innately cast the following spells:

At will: Detect Magic, Detect Thoughts, Fireball, Mage Hand, Prestidigitation, Tongues. 

5/day: Any Wizard spell of 5th level or lower, cast as a fifth level spell.

1/day: Divine Word, Earthquake, Feeblemind, Finger of Death, Fire storm, Project Image.

Legendary Resistance (3/day). If Urdiem fails a saving throw, he can choose to succeed instead.

Magic Resistance. Urdiem has advantage on saving throws against spells and other magical effects.

Rejuvenation. If he has a phylactery, a destroyed Urdiem gains a new body in 2d10 days, regaining all its hit points and becoming active again. The new body appears within 10 feet of the phylactery. 

Turn Resistance. Urdiem has advantage on saving throws against any effect that turns undead.

Actions

Multiattack. Urdiem uses his Frightful Presence. He then makes 3 attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., 1 target. Hit: 21 (2d10 + 10) Piercing damage plus 14 (4d6) fire damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., 1 target. Hit: 17 (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., 1 target. Hit: 19 (2d8 + 10) bludgeoning damage.

Frightful Presence. Each creature of Urdiem's choice that is within 120 feet of him and aware of him must succeed on a DC 21 Wisdom saving throw or become Frightened 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 Urdiem's Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5/6). Urdiem exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Urdiem 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. Urdiem regains spent legendary actions at the start of its turn.

Cast spell (Costs 2 Actions). Urdiem casts an At-will spell.

Detect. Urdiem makes a Wisdom (perception) check.

Tail Attack. Urdiem makes a tail attack.

Wing Attack (Costs 2 Actions). Urdiem beats his wings. Each creature within 15 feet of Urdiem must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. Urdiem can then fly up to half his flying speed.

Description

Urdiem is a truly ancient being, older than most ancient dragons currently alive. He works underhandedly, pulling strings and scheming for ends only he is aware of. He has his hand in the affairs of many planes, even though he hardly leaves his lair for anything himself. Through the power of death and rebirth, he was able to conquer his chaotic nature, and direct his ambitions with unrivaled clarity and avarice.

Lair and Lair Actions

An impossibly large cavern, deep beneath the earth. Everything about Urdiem's lair reflects his keen mind and wicked cunning, including the magic and mundane traps that secure it. Undead, constructs, and bound devils lurk in shadowy recesses, emerging to destroy those who dare to disturb the Eternal One's work.
If Urdiem is encountered in his lair, he has a challenge rating of 28 (120,000 XP).

Lair Actions

On initiative count 20 (losing initiative ties), Urdiem takes a lair action to cause one of the following effects; Urdiem can’t use the same effect two rounds in a row:

  • Magma erupts from a point on the ground Urdiem can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
  • Urdiem calls forth the spirits of creatures that died in his lair. These apparitions materialize and attack one creature that Urdiem can see within 60 feet of it. The target must succeed on a DC 20 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
  • A tremor shakes the lair in a 60-foot radius around Urdiem. Each creature other than Urdiem on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.

Regional Effects

The region containing Urdiem’s lair is warped by the deep necromantic and draconic magic, which creates one or more of the following effects:

  • Small earthquakes are common within 6 miles of Urdiem's lair.
  • Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
  • Corpses of once-living creatures decompose at 1/5th the natural speed.
  • Living creatures within 3 miles of Urdiem's lair make saves against exhaustion at a disadvantage.

If Urdiem dies, these effects fade over the course of 2d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
10/12/2018 4:20:28 AM
6
0
--
Coming Soon
4/9/2020 10:16:37 PM
1736
14
1.1
Coming Soon
SoulOfCrimson

Comments

Posts Quoted:
Reply
Clear All Quotes