Rising from the mire, muck, shaking loose of a mound of mud and rotting vegetation, a terrifying and imposing sight stands before you. A creature of impossibility, of legend, a titanic being, a creature thought long extinct. It exudes power and mana, the plant life around it rotting with every motion and sway of its body, the violet and amethyst scales pulsating with Lobhadh. The deeper violet tone of some of the scales, around the edges of its feet, legs, tail and the ridges along its skull also warn you this Tane, as impossible as that word is, is ancient. A terrifying concept, as it turns its head, its gash like eye, unblinking, staring at you. You feel the entropic energies all around you, yet somehow, by the dragon's will you just instinctually know, you are not yet suffering assault from this excess of decaying energies, though you likely should be, as all organic life around you is. The Tane growls, its voice strong like thunder, yet slow, drudging, like the muck and mud of a swamp. You glance to your adventuring companions, gulping nervously. Though you'd come seeking the stories of this creature, believing such things must be exaggerated, now seeing it.....you stand in awe, honestly believing you all are likely in over your heads now. |
Perception | 1d20+42 |
Languages | Draconic, Valarian (Common), Celectric (Celestial), Arcanis, Rengab, Gnomish |
Skills | Athletics: 1d20+38 , Acrobatics: 1d20+32 , Bribery: 1d20+37 , Intuition: 1d20+38 , Intimidate: 1d20+43 , Lore (Arcane): 1d20+44 , Lore (History): 1d20+44 , Lore (Occult): 1d20+44 , Navigation (Terrestrial): 1d20+38 , Persuade: 1d20+37 , Spell-Weaving (Entropomancy): 1d20+46 , Stealth: 1d20+26 |
STR +8 , DEX +2 , CON +10 , INT +10 , WIS +8 , CHA +7
|
AC | 50 |
Saving Throws |
Fort 1d20+48 , Ref 1d20+28 , Will 1d20+40 , Power Save (Strength): 1d20+42 , Logic Save (Intelligence): 1d20+48 , Ego Save (Charisma): 1d20+39 |
HP | 532 30d12+350 - Immunities Necrotic Damage (Not only an immunity, but actively heals him), Poison Damage, Doomed condition - Weaknesses Weakness (10) Radiant Damage - Resistances Resist (30) Damage from non-magick sources |
Speed | 45 feet |
Melee | Melee; Bite: 10 foot reach. 1d20+40 to hit. Deals 7d8+8 piercing damage and an additional 2d10 necrotic damage.
Melee, Claw: 10 foot reach 1d20+32 to hit. Deals 7d6+0 Slashing damage and an additional 2d10 necrotic damage
Melee, Tail: 15 feet reach, Flexible. 1d20+40 to hit. Deals 4d12+8 bludgeoning damage and an additional 2d10 necrotic damage. |
Special Abilities | Legendary (4): Based on age and prestige alone, as well as the many many stories that tie to him, and his nicknames and the myths and legends of his kind, which he benefits from, Dekay'virulis is a Legendary creature, but he is no mere legendary creature. Due to his nature as a Tane, his heritage, and all the power this gifts him, he actually is in the tier just below like actual avatar level entities or other such things. He is a truly epic entity, only matched by perhaps one other, his own kin Spira'sheol'issa, the Diamond Tane, whom is his elder. Maybe a few of the Avatars, or Celestial Saints, should they find themselves upon Valerick for any length of time would be an equal, however though his story is mutable, Dekay'virulis has storied myth and history across Valerick and the Rotwood, basically being an extension of him, adds to his power with all the stories about it. This grants him a host of benefits.
Rapid Recover (15): If in a fight or struggle, Dekay'virulis recovers 15 hit points every round at the start of his turn.
Lobhadh Consumption: Tapping into the very nature of being an Amethyst Tane, Dekay'virulis bites down and swallows a dead or dying creature within reach of him. If they were merely dying, they are instantly killed. The Tane regains hit points equal to the maximum hitpoints of the target in question, absorbing their life energy, renewing it through the natural processes of Lobhadh.
Legendary Defenses (Martial, Prayers): The first three times Dekay'virulis would take damage from a critical hit or a prayer, it seems to do nothing, as if some otherworldly force is protecting the mighty Tane. These are consumed and do not return until after a Rest.
Legendary Presence (25 feet emanation aura): Any creature that starts its turn within 25 feet of Dekay'virulis is at -4 to all d20 rolls for the round, their very sense of self and confidence shaken utterly by the sheer dominanting presence of this powerful being. This lasts until Dekay'virulis takes 100 points of damage then it fades, gone until the next time it gets a Rest.
Now for the rest of its normal abilities
Necrotic-Born Pool (28/28): This pool is a resource pool of pure elemental energy that all Tanes possess from birth that grows with age and knowledge. For all Tanes this pool is equal to 4+Intellect Boost+1/2 Hit Dice and recovers whenever they take a Rest (long rest for you 5e folks). This pool effects many of abilities Tanes have, either allowing them to tap into them, or maintaining certain traits through their mere presence.
Decay-Born Dice 2d10 : These dice are added to all melee attacks Decay'virulis makes with his natural weapons, as well as being utilized in a variety of his abilities. Being the ancient beast that he is, Decay'virulis has many of his abilities that manifest off of this. As well, he adds these dice to any and all damage effects of any Entropomancy spells he might cast.
Armored Hide (16): Due to his age, Decay'virulis has a Natural Armor bonus from his scales of +16 this is accounted for in this statblock.
Perfection of Form: +2 to all Saves, included in statblock.
Ancient HD: Being Ancient, he has nearly the maximum HD for a Tane, at 28, they are all d12s. He has two additional based on his legendary condition.
Enslave the Dead: Costs 2 points of his Pool per target in range he wishes to affect with this. Range 100 feet. Decay'virulis can raise the dead en masse as Tier IIII zombies or skeletons, meaning they have some 60 odd hitpoints and attack at +10 to hit. He can raise up to 14 targets at a given time, though he can only control 14 targets at once as well. This works with any corpse, including wildlife.
Pact of the Damned: Costs 8 points of his Pool, single target, target must be dead, 100 feet range. Uttering profoundly heinous incantations, defying Lobhadh's very purpose, Decay'virulis attempts to enslave a freshly dead individual, raising them as some form of advanced and quasi intelligent undead creature (vampire, ghast, wraith or skeletal champion). The dead character does get a Will save against DC=38. If they critically fail, they are utterly taken, their soul shredded and reforged, a ready made entity to go to the Mire of the Lost upon the undead being slain/destroyed. Nothing and no means can bring this person back, they no longer exist beyond their skills. If they merely fail, they are forcibly brought back, but enough of their soul remains to resist and they can attempt to each round by rolling the save again. If they succeed, they are not brought back, though the corpse remains intact and this can be tried again. If they critically succeed, they are not brought back, their corpse is actually warded and sanctified, and they cannot be targeted by this effect again.
Choking Clouds: This effect costs 4 Pool points to activate, as well as taking to activate but once active it remains active for as long as Decay'virulis is willing to pay the upkeep every round on its turn of 4 pool points. This is a 50 foot radius cloud of necrotizing and toxic fungal spores that just surround and contaminate the air all around the Tane. All living creatures/ creatures that need to breath that are not Decay'virulis whom are within this aura must roll a DC 38 Fortitude save for every turn they start inside the cloud. If they critically fail, they suffer Slow (2), Exhaustion (2), Toxic ( 2d6 ) and take double damage. If they fail they merely take 4d6 poison damage and 4d6 necrotic damage plus 2d10 more necrotic damage as well as suffering Slow (1), Exhaustion (1), and Toxic ( 1d6 ). If they succeed they suffer no conditions but still take full damage. If they critically succeed they simply take half damage.
Necrostorm Aura: Tanes truly radiate out elemental energy, and in the case of one as old as Dekay'virulis it is a massive amount. So long as he has 1 point in his Necrotic-Born Pool, any creature that starts their round within 40 feet of Dekay'virulis takes Necrotic damage equal to 10+a roll of his Decay-Born Dice (so 2d10+10 necrotic damage) immediately at the start of their turn, no save, no defense. Even if his pool is empty, any creature that makes a melee attack against him takes back necrotic damage equal to a roll of the Decay-Born Dice.
Deathmist Breath: Dekay'virulis, as any Amethyst Tane would, has a deadly and powerful entropic breath weapon. This weapon is a 75 foot cone/cloud that lingers after it is breathed out, hanging over the portion of a battle field it engulfed. Creatures within the area need to make a DC=38 Power Save. On a critical failure, a creature suffers Slow (4) and takes double damage. On a regular failure a creature suffers Slow (2) and takes 12d8 Necrotic damage plust 2d10 necrotic damage so long as it has 1 point in its Decay-Born pool. On a success a creature suffers Slow (1) and takes half damage, on a critical success the creature still suffers Slow (1) but takes no damage. The cloud will last 4 rounds before it things out of the air, and any creature that starts its turn within it must make the save again or suffer its effects further. This breath weapon takes 24- 2d10 rounds to recover.
Entropy's Gift: Whenever a creature dies within 100 feet of an ancient Amethyst Tane such as Dekay'virulis, it helps recharge their breath weapon, removing 1d6 rounds from however long remains.
Environmental Immunities: Being a dragon of entropy means that the putrid smells, stenches and gases that one might encounter in swamps, bogs and moors simply do not have an effect on such a creature, thus they are incapable of being affected by such conditions. Furthermore they do not suffer any sort of hinderance to their movement capabilities from any aspects of such terrain.
Environmental Empowerment: Any attempts to weave Druidism, that is Emerald Magick, within 100 feet of Dekay'virulis is done at a -8, however any attempts to weave Entropomancy, that is Amethyst Magick, within that distance is done at a +8 due to the way such an ancient Tane effects the natural flows of manna around it.
Trueblight Entity: Any source of Necrotic damage that Dekay'virulis uses against any foe ignores the first 20 points of resistance they might have should they have Necrotic Resistance.
Aether Sight: All Tanes can see in the Aether as naturally as you or I might breath.
Arcane Mastery: An Ancient Amethyst Tane, Dekay'virulis can cast any spell from the Unified Magicks list at Tier III, though only for the appropriate elemental affinity of course. Furthermore he may also cast any and every spell from the school of Entropomancy school of magick at Tier III with their Spell-Weaving so long as they are willing to spend the actions and succeed the casting roll. When casting spells, however there is a further price, each time they attempt to cast a spell, Dekay'virulis must spend 1 point of his Decay-Born Pool before attempting the spell.
Reaping Breath: A secondary breath that Dekay'virulis rarely utilizes now, given his proclivity to utilize his tainted essence to raise undead servants. All Amethyst Tanes from quite a young age could do this. This alters the composition of their breath weapon so that it no longer effects living creatures and requires breathing, but instead the entropic energies are magickally altered and now afflict constructs, undead, and even necrotic elementals, basically creatures that should be immune to necrotic damage. Dekay'virulis must decide he is using this particular alteration of the normal breath weapon as a before unleashing a breath weapon assault.
Sharpness of the Ancients: Ancient Tanes are proficient spell-weavers indeed and so intelligent and sharp they are that they can even maintain and focus on upkeeping more than one spell-form at once. Dekay'virulis may spend 3 points of his Decay-Born Pool every round to concentrate on up to two spell-forms at once. This price must also be paid the turn they cast the second concentration/maintained spell to keep the first one active. They do roll checks whenever they take damage to keep these spells up separately, this isn't a 'lose both for the price of one' situation. |
For Valerick's higher powered monsters, such as Dekay'virulis, please be aware the CR is presuming fighting in neutral or even favorable territory. Fighting Dekay'virulis in a graveyard or mire, or by all the Gods in the Rotwood should immediately double the Legendary buff to his CR, making it 32. This is because of the lair actions he gets, as well as the various allies and servants whom will likely join the battle, and the environmental challenges the Rotwood will present.
LAIR ACTIONS: Rotwood (Initiative 24) 1d4 to decide which thing happens
These are not things Decay'virulis chooses to do, they are things that happen around him every round, one of the following will occur at the noted initiative.
1) Paralytic Spores: A burst of spores erupts from the decaying plant matter and fungal growth all around the Tane. Anyone within 30 feet of Decay'virulis must make a DC 30 Fortitude Save. If they critically fail, they take double damage and are immobilized. This will last for up to 1 minute, though they can attempt the save every round at the start of their turn. If they merely fail, they take 2d10 poison damage and 2d10 necrotic damage and suffer the Slow (1) condition. If they succeed they suffer the Slow (1) condition and take half damage. If they critically succeed they suffer no ill effects.
2) Bogged Down: All around Decay'virulis, the ground softens, the mud and muck thicken. In all directions from the Tane, the mire becomes harshly difficult terrain, cutting all movement speeds by 3/4s. This only lasts for mere moments (for the round until a new lair action is rolled).
3) Draining Swarms: Swarms of biting, bloodsucking insects rise from all around the Tane. All creautures that are not Decay'virulis within 30 feet of the Tane take 2d10 necrotic damage. This damage also is permanent, you cannot recover these hitpoints without first taking a Rest (long rest/daily preparations), or unless someone takes a full Medicine check (DC 25) to help you only then can you recover those hitpoints of damage.
4) Death Fog: A mist engulfs Decay'virulis and all creatures within 10 feet of the Tane. The Tane seems immune to its effects. All creatures living creatures in the area must make a DC 30 Ego Save. If they critically fail, they immediately fall to the ground, their hit points 0, they are Dying (so if they have Wounded values, alter their Dying appropriately) and they are Doomed (1). If a creature merely fails, they lose half their current HP and are afflicted with Doomed (1). If a creature succeeds they are merely afflicted with the sudden loss of HP but no Doomed condition. If they critically succeed they take no damage and suffer no ill effects. |