Ancient Anaemonae
The depths of Kukiri Chasm were abandoned by the Dwarves thousands of years ago, leaving the subsidence chasm and all of its tunnels and tail ends to moulder and rot. It became, no surprise, the refuge of many dangerous creatures of the darkness, and gradually it became more and more dangerous. Over the centuries, the superstitions surrounding the chasm grew to epic proportions.
Centuries after it was abandoned, a powerful wizard moved into its nether reaches. This wizard was, in fact, the Ancient Blue Dragon Vekhetanaemonaeralax, who had been seeking a proper lair for the ritual that would change him into the most feared of draconic kind; the dreaded Dracolich. The powerful arch-mage was successful in his endeavor, and has since made the regions of Kukiri Chasm even more dangerous simply with his presence. The dragon lord 's proximity has caused environmental phenomena, and has also attracted ever more dangerous creatures. Elementals and wayward devils wander the halls, at times, summoned forth out of purest wild magic surges. The spirits of the dead have come to haunt the surroundings as well, much to Anaemonae's liking, for it keeps even more intruders away.
Anaemonae's lair is a dangerous place to be if one is not Anaemonae, or his Devil Lord friend, Ogg'magogh, who has taken up residence as Anaemonae's lab assistant and major domo. The two have bonded over a love of cruel experiments, and piping hot cocoa.
The Ancient and Interminable Anaemonae has his own goals and agenda, and it is not uncommon for those things to bring him in contact with the outside world. Contracts with assassins, theives, adventuring parties, even legitimate business ventures, can all be traced back to the dracolich archmage. He comes and goes from his lair with ease, via teleportation, and owns mansions in all the major cities. He spends the bulk of his time transformed into a deceptively strong old man, wizened with time and eldritch power.
Anaemonae CR: 17
STR
27 +8
DEX
14 +2
CON
25 +7
INT
16 +3
WIS
15 +2
CHA
24 +7
Anaemonae is a 20th level wizard, and his spellbook is vast. Some few of his spells are listed here for reference and convenience, but it is not a comprehensive list of the spells available to Anaemonae, by any means.
Lightning bolt, fireball, Nathair's Mischief, Counterspell, Mage Armor
Time Stop, Wish, Meteor Swarm, Power Word: Kill, Invulnerability, Imprisonment
Sunburst, Power Word: Stun, Mind Blank, Maze, Incendiary Cloud, Feeblemind, Anti-magic Field, Dark Star
Reverse Gravity, Delayed Blast Fireball, Chain Lightning, Forcecage, Crown of Stars, Disintegrate, Create Undead, Sunbeam, Summon Fiend, Globe of Invulnerability, Flesh to Stone, Cone of Cold, Dominate Person, Mislead, Seeming
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.
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: +14 to hit, reach 10 ft., one target. Hit: 19 2d10+8 piercing damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 2d6+8 slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 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 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 the dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
- Fire Breath. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 12d10 fire damage on a failed save, or half as much damage on a successful one.
- Weakening Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Legendary Actions
The dragon 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. The dragon regains spent legendary actions at the start of its turn.
The dragon casts a spell.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 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
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
- Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
- A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded 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.
- Lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.
Regional Effects
The region containing a legendary blue dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Thunderstorms rage within 6 miles of the lair.
- Dust devils scour the land within 6 miles of the lair. A dust devil has the statistics of an air elemental, but it can’t fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (−5).
- Hidden sinkholes form in and around the dragon’s lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6 × 10 feet into the sinkhole.
- If the dragon dies, the dust devils disappear immediately, and the thunderstorms abate within 1d10 days. Any sinkholes remain where they are.
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