Legendary Resistance (3/Day). If the dracolich fails a saving throw, it can choose to succeed instead.
Magic Resistance. The dracolich has advantage on saving throws against spells and other magical effects.
Multiattack. The dracolich can use its Frightful 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 14 (4d6) 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.
Frightful Presence. Each creature of the dracolich's choice that is within 120 feet of the dracolich and aware of it must succeed on a DC 22 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 the dracolich’s Frightful Presence for the next 24 hours.
Necrotic Breath (Recharge 5–6). The dracolich exhales a necrotic cloud in a 90-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 91 (26d6) necrotic damage on a failed save, or half as much damage on a successful one.
The dracolich 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. The dracolich regains spent legendary actions at the start of its turn.
Detect. The dracolich makes a Wisdom (Perception) check.
Tail Attack. The dracolich makes a tail attack.
Wing Attack (Costs 2 Actions). The dracolich beats its wings. Each creature within 15 feet must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dracolich can then fly up to half its flying speed.
Description
An obsidian dragon’s enormous head and curled horns strike fear into any adventurer. It’s tail is just as intimidating, with multiple large spikes. As a dracolich, the flesh falls away over time, revealing the strong bones and emanating the smell of rot.
Lair and Lair Actions
An Obsidian Dracolich’s Lair
Obsidian dragons lair deep in mountains, as far down as they can go, or active volcanos- enjoying the intense heat that is emanated. Any geothermal activity is prized.
With its hoard well protected deep within the lair, an obsidian dracolich spends as much of its time outside the mountain as in it. It has undergone an intense transformation in order to command the evil around it, and it intends to use that power. It wants to control as much as it possibly can.
Throughout the lair complex, servants erect monuments to the dragon’s power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.
Lair Actions
On initiative count 20 (losing initiative ties), the dracolich takes a lair action to cause one of the following effects; the dracolich can’t use the same effect two rounds in a row:
- Magma erupts from a point on the ground the dracolich 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.
- A tremor shakes the lair in a 60-foot radius around the dracolich. Each creature other than the dracolich on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dracolich can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
Regional Effects
The region containing a legendary obsidian dracolich’s lair is warped by it’s magic, which creates one or more of the following effects:
- Small earthquakes are common within 6 miles of the dracolich’s lair.
- Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
- Rocky fissures within 1 mile of the lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.
If the dragon dies, these effects fade over the course of 1d10 days.
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