Akil'Ceroth Character in The Infinity Chronicles | World Anvil
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Akil'Ceroth

the Black Wyrm


Introduction


Akil'Ceroth is a Red Dragon 800+ years in age. He is one of the few Ancient Dragons to have survived The Draconian Blood War. He is unlike any other Red Dragon, possessing deep black scales and a deep black fire breath. He has become legend, something to tell children to keep them out of trouble. Though his memory has been skewed, those who have seen him in the flesh only feel fear and terror. One of the greatest Dragons to have ever lived, his current whereabouts are unknown, this mere fact scares the great scholars and warriors of the realm. All of them hoping, he will never be seen again...  
 

His Origins


Akil'Ceroth hatched from his egg in the year 1908 TH. He emerged your standard red scaled wyrmling. How his early years played out are largely unknown. It is believed he spent his first 200-300 years on the western side of Ariel. There he claimed his territory, terrorizing the inhabitants and eating whoever and whatever he wished. Whatever challengers he had to his claim would be defeated. Around the age 350 is where Akil'Ceroth sets himself apart from other Dragons.
 
Akil'Ceroth one day ran into a old warlock. Before the Dragon could kill the figure, the person began speaking to the dragon as if they were equals. He offered the Dragon knowledge and power in exchange for something. This caught the beast's attention long enough to indulge in a conversation. The man and the Dragon struck a deal. If the dragon helped the warlock he would in turn give the dragon access to old rituals and spells, and would help him learn this given knowledge. The dragon agreed. For the next century the dragon studied and learned from the warlock, occasionally leaving it's lair to help the warlock on certain quests. It is during this time that Akil'Ceroth's scales slowly faded to black, and his very inner workings changed, due to the rituals he was partaking in; allowing him to spew black flames and cast spells to aid him in battle. The warlock gained a powerful ally, which would help him in his ambitious future plans.
 
The warlock would eventually lead the draconic kind into The Draconian Blood War against the Kingdom of Valer. However, before this conflict ensued, Akil'Ceroth studied and researched. His intelligence became noticeably greater, alongside his spell casting abilities and power. He also acquired a new lair and territory; moving from Ariel to a remote volcano south west of Origin's mainland. Here he preyed on unlucky sailors and other aquatic beasts.
 
 

His Role in The Draconian Blood War


The great dragon gained most of its infamous reputation from his role in The Draconian Blood War. He was one of the most notable forces on The Dragonkin's side. He led many of the great charges into battle, and would cause massive devastation for Valer. His combination of fire breath and spell casting made him nearly unstoppable against common infantry. Not to mention his intelligence aided him greatly in strategy against his enemies. At one of the most impactful battles, the Burning of Pastlight, the beast would help break through the Cities main defenses; allowing for the foot soldiers and other dragonkin to enter the city. It is this battle that gave the dragon it's now infamous title, the Black Wyrm. His black flames spread across the city alongside his black shadow and reflection from above, he was a terrifying sight.
 
However, The Dragonkin would end up losing the battle. The reinforcements from the Metallic Dragons would be too much. Akil'Ceroth was forced to face off against nearly 8 adult metallic dragons. He would be successful in slaying 6 of the 8, but would become gravely wounded in the process. It's here the Black Wyrm retreated, caring for its life more than the outcome of the war.
It is often debated whether Akil'Ceroth wanted to be apart of the war. Some believe he wished to be left alone, but due to the pact it had made with Mavadius Guxik he was drawn into the war.
— Ser'Turven
 

His Dissappearance


After the War the great beast was never seen again. He flew from the battlefield into the distance, never to be spotted once more. Most have ascertained that he went back to his lair; however, it has been many decades since. What could the Wyrm being doing with so much time? Many fear of Akil'Ceroth's return to the skies. Whether that will ever happen is yet to be seen...
   
 

The Dragon's D&D 5E Stat Block

 

Akil'Ceroth the Black Wyrm CR: 21

Gargantuan ancient red dragon, neutral evil
Armor Class: 21
Hit Points: 516
Speed: 20 ft , fly: 40 ft , climb: 10 ft

STR

27 +8

DEX

10 +0

CON

27 +8

INT

20 +5

WIS

16 +3

CHA

24 +7

Saving Throws: DEX +7, CON +15, WIS +10, CHA +14
Damage Immunities: Fire, Necrotic
Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages: Common, Draconic
Challenge Rating: 21 ( 40,000 XP)
Proficiency Bonus: +7

  • Spell Attack Bonus +12
  • Spell Save DC: 20

At will:
  • Fire Bolt - 4d10 fire damage.
  • Chill Touch - 4d8 necrotic

1/day:
  • Planeshift
  • Delayed Blast Fireball

2/day:
  • Destructive Wave


  • Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

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: 21 (2d10 + 8) piercing damage plus 14 (3d6) necrotic damage.
  • Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 8) slashing damage.
  • Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 19 (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 20 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.
  • Black Fire Breath (Recharge 5–6). The dragon exhales black fire in a 90-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 91 (22d6) necrotic damage on a failed save, or half as much damage on a successful one. Akil'Ceroth takes a quarter of the damage from the breath attack, due to the hole made from the mithral bolt pierced through him.

Legendary Actions

  • The dragon 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 dragon regains spent legendary actions at the start of its turn.
  • Detect. The dragon makes a Wisdom (Perception) check.
  • Cast Cantrip
  • Tail Attack. The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 17 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
  • Ignite Form. The dragon covers itself in black flame. Whenever someone within 5ft of the dragon hits it with a melee attack, they take 2d8 necrotic damage. This black flame lasts until the start of Akil'Ceroth's next turn.
  • Magic Shielding. The dragon creates a series of magical shields that cover it's form, raising it's AC by +5 until the start of it's next turn.

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:

  • A column of black fire erupts from a point on the ground the dragon 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) necrotic 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 dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  • The black flesh that makes up the floor squirms, dozens of black tendrils appear in a 20ft radius sphere on a point the dragon can see within 120 feet of it, latching onto anyone in the area. Each creature in the area must make a DC 15 Strength saving throw, taking 3d8 necrotic damage on a failed save and becoming grappled by the tendrils for one round.

Alignment
Neutral Evil
Life
1908 2910 1002 years old
Children
Gender
Male
Height
32ft
Weight
4,200lb

Notable Personality Traits

 
  • The Dragon is generally passive upon initial interactions. He rarely slung himself into combat without provocation. This most likely helped Mavadius speak with the beast when they first met.
  • He is notably more intelligent than other chromatics. Arguably the most intelligent in existence among his kind.
  • Many rumor the dragon is vary prideful about what is has slain. Reports of missing bodies of people and creatures alike are common around his territory. Perhaps he keeps them at trophies in his lair?

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