Daurgothoth gargantuan undead (dracolich), chaotic evil
Armor Class 22 (natural armor)
Hit Points 533 (26d20 + 260)
Speed 60 ft., burrow 60 ft., fly 120 ft., swim 60 ft.
STR 30/+10
DEX 14/+2
CON 30/+10
INT 21/+5
WIS 20/+5
CHA 26/+8
Saving Throws DEX +10, CON +18, WIS +13, CHA +16
Skills Intimidation +16, Perception +21, Stealth +10
Damage Resistances Necrotic
Damage Immunities Acid, Poison, Nonmagical weapon attacks
Condition Immunities Charmed, Frightened, Poisoned, Exhaustion, Paralyzed
Senses Truesight 120 ft., Passive Perception 31
Languages Abyssal, Infernal, Undercommon, Common, Draconic
Proficiency Bonus +8
Magic Resistance. The dracolich has advantage on saving throws against spells and other magical effects.
Undead Nature. The Creeping Doom doesn’t require food, drink, or air.
Chromatic Awakening (Recharges after a Short or Long Rest). If the dracolich would be reduced to 0 hit points, its current hit point total instead resets to 425 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use Mythic Actions for 1 hour. Award a party an additional 105,000 XP (210,000 XP total) for defeating the greatwyrm after its Chromatic Awakening activates.
Legendary Resistance (4/Day). If Daurgothoth fails a saving throw, he can choose to succeed instead.
Rejuvenation. When Daurgothoth dies his soul returns to his lair and finds another dragon skeleton to possess after 1d12 years. When he has possessed a suitable body, he returns with all of his powers back.
Actions
Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 13 (2d12) force damage.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled this way at a time.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.
Breath Weapons (Recharge 4–6). Daurgothoth using one of the following breath weapons
Elemental Wave Breath. The Creeping Doom exhales a blast of energy in a 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw. On a failed save, the creature takes 91 (14d12) acid, lightning, cold, or fire, his choice. On a successful save, the creature takes half as much damage.
Life Reaping Breath. Daurgothoth exhales a torrent of negative energy in a 10-foot wide and 120-foot-long line. Creatures in that area must make DC 26 Constitution saving throws or suffer 91(14d12) necrotic damage and be blinded until the end of their next turn. On a successful save the creature takes half the damage and isn’t blinded. If the creature is undead, they don’t take necrotic damage at all and are instead banished to the Negative Energy plane on a failed save.
Spellcasting. Daurgothoth can cast the following spells with no material components. Intelligence is his spellcasting ability (DC 21, +13 to hit with spell attacks)
At will: magic missile, blur, blindness/deafness, animate dead (as an action), slow, detect magic
5/day each: dimension door, fire shield, counterspell (5th level), hold monster, mass suggestion
3/day each: teleport, finger of death
1/day each: feeblemind, maze, mindblank, time stop, power word kill
Legendary Actions
The greatwyrm 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 greatwyrm regains spent legendary actions at the start of its turn.
Attack. The greatwyrm makes one Claw or Tail attack.
Wing Attack (Costs 2 Actions). The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The greatwyrm can then fly up to half its flying speed.
Spellcasting. Daurgothoth casts an at will spell
Arcane Spear (Costs 3 Actions). The greatwyrm creates four spears of magical force. Each spear hits a creature of the dracolich's choice it can see within 120 feet of it, dealing 12 (1d8 + 8) force damage to its target, then disappears.
Mythic Actions
If the dracolich's Chromatic Awakening trait has activated in the last hour, it can use the options below as legendary actions.
Bite. The greatwyrm makes one Bite attack.
Archmage Spellcasting. Daurgothoth casts a 5/day spell
Acidic Flare (Costs 2 Actions). The dracolich flares with elemental energy. Each creature in a 60-foot-radius sphere centered on the dracolich must succeed on a DC 26 Dexterity saving throw or take 27 (6d8) acid damage.
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