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Silumgar Necromaster

These necromancer dragons enhance their terrible magic by pulling the latent energy from dead flesh.
Type
Magical, Honorific
Status
Active
Source of Authority
Dragonlord Silumgar
Related Organizations

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Planeshift Tarkir

Silumgar Necromaster CR: 22

Huge dragon, any non-good
Armor Class: 21 (natural armor)
Hit Points: 385 (22d20 + 154) 22d20+154
Speed: 40 ft , fly: 80 ft , swim: 40 ft

STR

27 +8

DEX

12 +1

CON

25 +7

INT

20 +5

WIS

17 +3

CHA

19 +4

Saving Throws: Dex +8, Con +14, Wis +10, Cha +11
Skills: Arcana +12, Deception +11, History +12, Perception +10
Damage Resistances: poison, necrotic
Damage Immunities: acid
Senses: darkvision 120 ft., passive Perception 20
Languages: Draconic; understands Common, Infernal, Naga but can't speak
Challenge Rating: 22

Spellcasting. The dragon's spellcasting ability is Intelligence (spell save DC 20, +14 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

  • At will: detect thoughts, prestidigitation, speak with dead
  • 2/day each: bestow curse, blindness/deafness, hex
  • 1/day each: animate dead, contagion, resurrection


Amphibious. The creature can breathe air and water.
Grave Strength. Undead creatures within 30 feet of the dragon gain a +5 bonus to attack and damage rolls. When any other creature that isn't undead or a construct starts its turn within 30 feet of the dragon, that creature must succeed on a DC 22 Constitution saving throw or take 14 (4d6) necrotic damage. If a a creature's saving throw is successful, the creature is immune to the dragon's Grave Strength for the next 24 hours.
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: 19 (2d10 + 8) piercing damage plus 10 (3d6) acid damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 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.
Death Wind (Recharge 5-6). The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 22 Constitution saving throw. On a failed save, a creature takes 35 (10d6) poison damage and is poisoned for 1 minute. While poisoned in this way, the creature can't regain hit points. On a successful save, the creature takes half as much damage and isn't poisoned.   A humanoid reduced to 0 hit points by this damage dies and rises at the start of the dragons's next turn as a zombie. The zombie acts immediately after the dragon in the initiative count and is permanently under her command, following her verbal orders.

Reactions

Feed on Death. When any creature that isn't undead or a construct drops to 0 hit points within 30 ft of the dragon, the dragon gains 16 (3d10) temporary hit points.

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.

  • 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 feet 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

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:

  • The dragon calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the dragon can see within 60 feet of it. The target must succeed on a DC 16 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
  • The dragon targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the dragon to the target. Whenever the dragon takes damage, the target must make a DC 16 Constitution saving throw. On a failed save, the dragon takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the dragon or the target is no longer in the dragon's lair.
  • The dragon causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey the dragon's telepathic commands, which can reach anywhere in the lair.

Regional Effects

The region containing a necromaster dragon's lair is warped by its magic, creating one or more of the following effects:

  • Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area.
  • Trilling, obnoxious birds, bugs, and reptiles follow any Humanoid creatures unknown to the dragon within 6 miles of the lair, imposing disadvantage on Dexterity (Stealth) checks. The dragon can suppress this effect at will.
  • Stinging bugs are aggressive and the air is heavy with the odor of rot within 6 miles of the lair.
If the dragon dies the effects fade over 1d10 days.

Suggested Environments

Environment. Jungle, Swamp, Urban

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