![]() Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Once Ma'al Drakar chooses a legendary action option for one of his heads, he can’t choose another one associated with that head until the start of his next turn.īite. Ma'al Drakar’s legendary action options are associated with his five heads (a bite and a breath weapon for each). Ma'al Drakar regains spent legendary actions at the start of his turn. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ma'al Drakar can take 5 legendary actions, choosing from the options below. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Ma'al Drakar's Aura of Madness for the next 24 hours. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Hit: 37 (6d8 + 10) piercing damage.Įach creature of Ma'al Drakar’s choice that is within 240 feet of Ma'al Drakar and aware of him must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute. Melee Weapon Attack: +19 to hit, reach 25 ft., one target. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. He then makes three attacks: two with his claws and one with his tail.Ĭlaw. Ma'al Drakar can use his Aura of Madness. Ma'al Drakar regains 50 hit points at the start of his turn. If he fails a saving throw against an effect that would stun a creature, one of his unspent legendary actions is spent instead. Ma'al Drakar has advantage on saving throws against being knocked unconscious. Ma'al Drakar's weapon attacks are magical. Ma'al Drakar has advantage on saving throws against all spells and other magical effects. If Ma'al Drakar fails a saving throw, he can choose to succeed instead. While his body is destroyed, his essence travels back to his domain in the Elemental Chaos. If a creature is sent to the plane it currently occupies, it appears 5d100 miles away in a random direction. Additionally, a creature that fails two or three of the saving throws is affected by a plane shift spell and sent to a random plane. Each damage type can be reduced by half with a successful DC 21 saving throw: Dexterity vs. Each creature and object within 1 mile of the dragon take 55 (10d10) bludgeoning damage, 55 (10d10) cold damage, and 55 (10d10) psychic damage. When Ma'al Drakar drops to 0 hit points or dies his body explodes in a swath of celestial destruction. Ma'al Drakar can innately cast the following spells, requiring no material components:Īt will: dimension door, plane shift, teleportĢ/day each: command, confusion, darkness, reverse gravity Ma'al Drakar's spellcasting ability is Charisma (spell save DC 26). Languages Common, Abyssal, Celestial, Draconic, Primordial, Sylvan, Void Speech, telepathy 5 miles.Senses darkvision 240 ft., truesight 120 ft.Condition Immunities blinded, charmed, deafened, frightened, poisoned, stunned.Damage Immunities fire, necrotic, poison, radiant bludgeoning, piercing, and slashing from nonmagical weapons.Skills Arcana +17, Perception +26, Religion +17. ![]()
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