Mediophanzex, Genius of Spite CR: 23
Huge dragon, neutral evil
Armor Class: 23 (natural armor)
Hit Points: 517 (21d20 + 147)
Speed:
40 ft
, fly: 80 ft
, swim: 40 ft
Saving Throws: Dex +10, Con +14, Wis +9, Cha +11
Skills: Perception +16, Stealth +9
Damage Immunities: Acid
Senses: Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 26
Languages: Draconic, Common, Infernal
Challenge Rating: 23
Mediophanzex is a talented caster who has extensively studied wizardry and artifice. Her casting modifier is Intelligence (+6). Her
At will: Life Transference, Vampiric Touch, Move Dirt, Prestidigitation, Magic Missile.
1/day: True Polymorph, Wish, Maddening Darkness, Abi-Dazalm's Horrid Wilting
2/day: True Resurrection, Resurrection, Power Word Pain,
3/day: Finger of Death, Soul Cage, Magic Jar, Harm
Amphibious -can breathe water or air.
Legendary Resistance 3/day
Grim Harvest
At 2nd Level, Mediophanzex gains the ability to reap life energy from creatures you kill with your Spells. Once per turn when Mediophanzex kills one or more creatures with a spell of 1st level or higher, Mediophanzex regains Hit Points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy.
Undead Thralls
When Mediophanzex casts Animate Dead, Mediophanzex can target one additional corpse or pile of bones, creating another Zombie or Skeleton, as appropriate.
Whenever Mediophanzex creates an Undead using a Necromancy spell, it has additional benefits:
The creature’s hit point maximum is increased by 21.
The creature adds +6 to its weapon Damage Rolls.
Undead created by Mediophanzex have a green internal glow, and move with sinuous grace.
Actions
Multiattack: The Dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage.
Claw: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail: Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the Dragon and aware of it must succeed on a DC 19 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 dragon's Frightful Presence for the next 24 hours.
Acid Breath (Recharge 5-6): The Dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a success.
Reactions
Hellish Rebuke
1st-level evocation
Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
Range: 60 feet
Components: V, S
Duration: Instantaneous
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Legendary Actions
Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn.
Detect: The Dragon makes a Wisdom (Perception) check.
Tail Attack: The Dragon makes a tail Attack.
Wing Attack (Costs 2 Actions): The Dragon beats its wings. Each creature within 15 ft. of the Dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The Dragon can then fly up to half its flying speed.
Lair Actions
The crippling ennui of Mediophanzex's residence is enough to wither away the soul of all within if they aren't adapted or protected from it. Every hour, all intruders must make a DC 14 Charisma save or gain one level of exhaustion.
Every round on Initiative 20, roll for one of the effects below.
Mediophanzex maintains a liar in the Dolorous Swamps in the Plane of Shadow. An old Grimhii citadel had been transported there and now rots in the ennui and the swamp filth.
The lower levels of the citadel are submerged in muck and flooded with brackish water, with only the upper two floors accessible to non amphibians.
On the uppermost floor she holds court with her subjects, mainly to accept tribute. On the next floor down she tinkers and invents, mainly focusing on building weapons that can end empires.
Outside of her castle are several outbuildings stolen from crumbling civilizations. Scattered in a pattern knowable to her alone, archways have been constructed that maintain portals to Kobos and Hades. The latter she uses to participate in the soul trade.
Regional Effects
Mediophanzex's presence attracts the Sorrowsworn, though they are neutral to her. In addition, the effects of the Plane of Shadow are more pronounced and harder to resist. The normal sense of creeping dread and depression are replaced by the acute paranoia of imminent prey, and a fatalistic existential horror. All saves are made at disadvantage, and every wound risks a gangrenous rot.
Anyone sleeping in her realm has horrifying nightmares reliving their worst regrets.
Mediophanzex is an ancient black dragon, somewhat thin even for her species. Two white horns curl forward and project forward, while four black horns twist around each other sloping backwards. A row of spikes extends from the top of her head and A large frill adorned the upper part of the neck. They smelled like rotting vegetation and foul water. She stands 16' at the shoulder, and from snout to the tip of her tail she can stretch 85'.
When she wants to deal with those she views as her lessers without terrifying them (most often when she travels on the material plane for supplies for her experiments or machinations) she goes in the guise of a shadar-kai woman or black-haired, black-eyed elf woman. When traveling in this way, she goes by he name Mediope (Muh-dee-oh-pee).
Her moniker, Genius of Spite (Kihlna di Dartak), comes from her unusually high intellect, and what she does with it. Like most black dragons, Mediophanzex is fascinated by death and entropy, particularly that of political entities. In short, she loves to see empires crumble away into nothing. She finds ecstasy in reliving that final horrified still life of a kingdom revealed by archaeology. She also loves to build weapons that so end such empires. She is extremely intelligent, even for a dragon, and is adept at building weapons of war and destruction. She rarely uses them herself, however, preferring to seed them into the world either in trade for things she wants or even putting them into the hands of heroes or villains in order to cause collateral damage that might shake a city, country, or world to its core.
She is one of a very few dragons that Asmodeus will contact directly, often for siege weapons to wield in the Blood War. They trade designs for war machines and new spells as well as swapping souls from her large hoard.
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