Rhashaak
The latest in a long line of draconic guardians, Rhashaak was barely an adult when he was tasked with maintaining
the wards of Haka’torvhak. Dutifully enacting the will of the Conclave, he not only lent his burgeoning magical talent to reinforcing the ancient abjurations of the city but found time to study the city’s history and its role in the prophecy.
It’s unknown how long the dragon served—the Trothlorsvek claim their empire lasted for thousands and thousands of years, but a black dragon’s natural lifespan is usually far shorter. While the dragonborn might have exaggerated records based more on myth than reality, it’s possible Rhashaak experimented in some forms of lifeextending magic while acting as the guardian of Haka’torvhak.
Rhashaak’s spiritual battle against Masvirik shifted dramatically thousands of years ago. The bound overlord’s influence overwhelmed the ancient wards and abjurations, forcing Rhashaak to directly confront the eternal evil. By the end, Rhashaak was infused with Masvirik’s power and it took the combined forces of the Cold Sun Federation, the Trothlorsvek, and the dawn shards to re-contain Masvirik’s influence.
Plan for Godhood. Daring explorers have confirmed that the modern Rhashaak is worshipped as a god by a variety of scaled servants. What they don’t realize is Rhashaak dreams of achieving true divine power, and with the power of Masvirik he may be close to achieving it.
Rhashaak and Masvirik are now inextricable, but who’s really in control is up to the DM. If Rhashaak is in control, then he either selfishly hopes to utilize Masvirik’s power to achieve divinity or, more tragically, feels that some form of divinity would allow him to permanently bind the overlord. Alternatively, if Masvirik is in control then achieving divinity likely means just undoing the wards that limit his power. A third option would be that neither is fully in control, and that each of the two hope that achieving divinity will allow them to overpower the other.
Lair Actions
On initiative count 20 (losing initiative ties), Rhashaak takes a lair action to cause one of the following effects; Rhashaak can’t use the same effect two rounds in a row:
• Pools of water that Rhashaak can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 20 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
• A geyser of boiling acid bursts from the ground at a point Rhashaak chooses within 120 feet of it. Any creature within 20 feet of the point when the geyser appears must make a a DC 20 Dexterity saving throw, taking 18 (4d8) acid damage and 18 (4d8) fire damage on a failed save, or half as much damage on a successful one. The acid pools in a 40-foot-radius area centered on the point where it appeared. The pool spreads around corners and remains until Rhashaak dismisses it as an action, uses this lair action again, or dies. A creature that ends its turn in the pool takes 13 (3d8) acid damage.
• Magical darkness spreads from a point Rhashaak chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Lair Actions
On initiative count 20 (losing initiative ties), Rhashaak takes a lair action to cause one of the following effects; Rhashaak can’t use the same effect two rounds in a row:
• Pools of water that Rhashaak can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 20 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
• A geyser of boiling acid bursts from the ground at a point Rhashaak chooses within 120 feet of it. Any creature within 20 feet of the point when the geyser appears must make a a DC 20 Dexterity saving throw, taking 18 (4d8) acid damage and 18 (4d8) fire damage on a failed save, or half as much damage on a successful one. The acid pools in a 40-foot-radius area centered on the point where it appeared. The pool spreads around corners and remains until Rhashaak dismisses it as an action, uses this lair action again, or dies. A creature that ends its turn in the pool takes 13 (3d8) acid damage.
• Magical darkness spreads from a point Rhashaak chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Regional Effects
The region containing Rhashaak's lair is warped by his magic, which creates one or more of the following effects:
• The area within 6 miles of the lair becomes overpopulated with lizards, snakes, and other reptilian beasts.
• The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.
• Water sources within 1 mile of the lair are supernaturally fouled. Enemies of Rhashaak that drink such water regurgitate it within minutes.
• The area of bright light given off by natural fires is reduced by half within 1 mile of the lair.
If Rhashaak dies, vegetation remains as it has grown, but other effects fade over ld10 days.
Children