This is homebrew, submitted by a member of the community.
Myrklanir, Jaws of the Deep
Myrklanir, Jaws of the Deep
Gargantuan undead dragon, pirate ship, chaotic evilGargantuan undead dragon, pirate ship, chaotic evil80 ft.Swim
80 ft.
Legendary Resistance (3/Day). If Myrklanir fails a saving throw, it can choose to succeed instead.
Legendary Resistance (3/Day). If Myrklanir fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes two attacks: one with its bite and one cannon volley
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 50 piercing damage plus 30 necrotic damage.
Cannon volley: Ranged spell attack: 5 eldritch cannons discharge from either side of Myrklanir each dealing 4d6 necrotic and 4d6 force damage on a hit, damage is doubled against structures and ignores/reduces the threshold of sturdy conditions by 10 for damage checks.
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 24 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 of the Lich Ship (Recharge d6: 5–6). The dragon exhales a sickly pale fog in a 90-foot cone. Each creature in that Cone must make a DC 20 Constitution saving throw, taking 37 (9d8) Necrotic damage on a failed save, or half as much damage on a successful one. Additionally, creatures within the area must make a DC 20 wisdom save, on a failure they fall prey to the illusory effects of the fog for one minute: terrain in in the affected area look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.
Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures.
The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.
Creatures with truesight can see through the illusion to the terrain's true form, however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.
Multiattack. The dragon can use its Frightful Presence. It then makes two attacks: one with its bite and one cannon volley
Bite. Melee Weapon Attack: [+17] to hit, reach 15 ft., one target. Hit: 50 piercing damage plus 30 necrotic damage.
Cannon volley: Ranged spell attack: 5 eldritch cannons discharge from either side of Myrklanir each dealing 4d6 necrotic and 4d6 force damage on a hit, damage is doubled against structures and ignores/reduces the threshold of sturdy conditions by 10 for damage checks.
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 24 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 of the Lich Ship (Recharge [d6]: 5–6). The dragon exhales a sickly pale fog in a 90-foot cone. Each creature in that Cone must make a DC 20 Constitution saving throw, taking 37 ([9d8]) Necrotic damage on a failed save, or half as much damage on a successful one. Additionally, creatures within the area must make a DC 20 wisdom save, on a failure they fall prey to the illusory effects of the fog for one minute: terrain in in the affected area look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.
Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures.
The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.
Creatures with truesight can see through the illusion to the terrain's true form, however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.
Legendary Actions
Detect. The dragon makes a Wisdom (Perception) check
Cannon volley.Ranged spell attack: 5 eldritch cannons discharge from either side of Myrklanir each dealing 4d6 necrotic and 4d6 force damage on a hit, damage is doubled against structures and ignores/reduces the threshold of sturdy conditions by 10 for damage checks.
Bite Attack. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 50 (12d10+1) piercing damage plus 30 (12d8+3) necrotic damage.
Detect. The dragon makes a Wisdom (Perception) checkCannon volley.Ranged spell attack: 5 eldritch cannons discharge from either side of Myrklanir each dealing [4d6] necrotic and [4d6] force damage on a hit, damage is doubled against structures and ignores/reduces the threshold of sturdy conditions by 10 for damage checks.
Bite Attack. Melee Weapon Attack: [+17] to hit, reach 15 ft., one target. Hit: 50 ([12d10+1]) piercing damage plus 30 ([12d8+3]) necrotic damage.
Details
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