Game Master's book of Legendary Dragons PG 15
Arcana +21
blindsight 30ft
darkvision 120ft
passive Perception 17
Innate Spell Casting (WIS) DC 21, +13 for Spell Attacks
At Will: Chill Touch (17th Level)
1/Long Rest: Animate Dead (5th level)
2/Long Rest: Finger of Death, Vampirirc Touch (8th Level)
Chill Touch (17th Level)
Animate Dead (5th Level)
Finger of Death (8th Level)
Vampiric Touch (8th Level)
Fire Resistance : Protected from Fire, taking half damage from fire sources.
Aura of Exultation: The cultists and undead who worship Anoth Zuul are empowered by her presence. Any Cultists or undead that starts their turn within 60 feet of Anotth-Zuul gains 10 temporary hit points at the start of their turn and while in this aura makes all attacks with advantage.
Legendary Resistance 3/Day : Succeed at a failed saving throw
Magic Resistance: Has advantage on saving throws against spells, and other magical affects
Rejuvenation: If killed or destroyed, Anoth-Zuul gains a new body in 24 hours if her dual heart is intact, regaining all her hit points and becoming active again. The new body appears within 5 feet of her dual heart.
Vessel of hearts: Anoth-Zuul's dual heart is contained within a large urn. Those in possession of this urn can prevent Anoth's Rejuvenation by destroying it. the URN/HEART has AC of 20 and 40 hp. Colossal Size: Although considered Gargantuan by standard rules, Anoth-Zuul is a Colossal size creature and can only be grappled by a creature of Gargantuan size.
Multiattack. Anoth-Zuul can use her Frightful Presence, She then makes three attacks: one with her bite and two with her claws.
Breath of Harm (Recharge 5-6): Anoth unleashes a torrent of plague-bringing breath in a 60-foot cone. Each Creature in the cone must make a Con Save (DC 21). On a failed save take 49 (14d6) necrotic damage or half as much on a success. If Failed the creature can't be reduces to less than 1 Hit point, but loses Maximum hit Points equal to the damage taken for one hour. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.
Rotten Bite: Melee Weapon attack, +15 to hit, reach 15ft, one target. Hit 19(2d10+8) piercing damage plus 9 (2d8) necrotic damage.. If the target is a creature, it must succeed on a DC 16 constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum is decreased by 10 (3d6) for every 24 hours that elapses. If the curse reduces the target's hit points maximum to 0 or less the target dies, and its body turns to dust. The curse lasts until removed by a spell or other magic.
Rotten Claw: Melee Weapon attack, +16 to hit, reach 10 ft, one target. Hit 16 (2d6+9) necrotic damage. If the target is a creature it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points and its hit point maximum decreases by 10 (3D6) for every 24 hours the elapse. If the curse reduces the target's hit point maximum to 0 or lower , the target dies, and turns to dust. The curse lasts until removed by a spell or other magic.
Frightful Presence: Any creature within 120 feet of Anoth-Zuul and aware of her presence must succeed on a DC 19 Wisdom saving throw or become frightened for one 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, the creature is immune to Anoth-Zuul's Frightful Presence for the next 24 hours
Tail: Melee Weapon Attack +15 to hit, reach 20ft, one target. Hit 17(2d8 +8) bludgeoning damage.
Legendary Reaction : Hyper Sonic
Anoth-Zuul may take a Legendary reaction during each of his opponent's turns at the cost of 1 Legendary Action. Anoth-Zuul is a master of air flight compared to other flying races, he is able to make twist, turns, and other manuevers including speeding up to avoid incoming range fire. After a range weapon or spell is fired at Anoth-Zuul he reacts for the rest of that players turn doing his best to avoid damage by flying 60 feet in any direction, the attacker takes disadvantage on all range attack rolls against Anoth-Zuul until the end of their turn, including the attack used to cause Anoth-Zuul to react.
Can Take 3 Legendary Actions, choosing from the options below. Only one Legendary action option can be used at a time and only at the end of another creature's turn. Anoth-Zuul regains spend legendary actions at the start of her turn.
Detect: Anoth-Zuul makes a Wisdom (Perception) Check.
Glare of the Ancients: Anoth-Zuul targets one creature she can see within 60ft. If the target can see Anoth-Zuul, it must succeed on a DC 18 Wisdom saving throw against this magic or become stunned until the end of Anoth-Zuul's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to this glare as well as the Dreadful Glare of all mummies and mummy lords for the next 24 hours.
Tail Attack: Anoth-Zuul makes a tail attack
Wingstorm (Costs 2 Actions): Anoth-Zuul beats her massive wings as blinding dust and sand swirls magically around her. Each creature within 15 feet on Anoth must succeed on a DC 16 Con Save or be blinded until the end of the creature's next turn. Anoth-Zuul can then move up to her fly speed without provoking opportunity attacks.
On initiative count 20(losing ties), Anoth-Zuul can take one lair action to cause on of the following effects: Anoth can't repeat an effect until they have all been used, and she can't use the same effect two rounds in a row.
A mummy bursts through the ground and attacks any enemy it can see. It acts on initiate 20. (See Anoth-Zuul Mummies)
Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 6th level or lower in Anoth's lair is wracked with pain. the creature can choose another action but if it tries to cast the spell, it must make a DC 16 con saving throw. On a failed save, it takes 1d6 necrotic damage per level of the spell, and the spell dissipates with no effect and the spell slot is wasted.
An invisible wall of force springs into existence at a point of Anoth's choice within range.
The Lair Anoth-Zuul resides in is on top of a tall Pyramid with multiple levels rising up to a flat peak with a deep hold in the center. The hole was used for sacrifices to Anoth to control her power and grant it to those the Cultists chose, mostly themselves. The ground in the hold is littered with hundreds of skeletal remains, any player who falls in this long shaft takes falling damage equal to a 100 foot drop. The walls are smooth and almost impossible to climb out of. Requires a DC 19 Acrobatics or Athletics check for each 20 feet of movement to climb out, if the player fails by 5 or more they loose their grip and fall back to the bottom, taking an equivalent amount of fall damage depending on how high up they have climbed.
Unless the players have discovered the location of Anoth-Zuuls Dual heart from the cultists or a successful Research roll (DC 20) They are unaware that at the bottom of this pit, under about 10 feet of bones is the Urn safely hidden in a chest with an Arcane lock (DC 22) Lockpick to unlock, or the key which was held by the Cult Leader.
Anoth will usually keep the sky as her main advantace due to her size and speed. An observant player (Insight DC 21) might notice that Anoth is somewhat defensive of the tower and deduces that she must have some weakness. the player gains advantage on this roll if they have the key from the Cultist or know of the rumors that Anoth has a Dual Heart hidden somewhere.
To start she will use Frightful Presence, and Multiatack to hit any enemy with no or lighter armor, or any she realizes to be a spellcaster focusing on Arcane. She will use her First Legendary action on the following creature's turn to detect any hidden creatures.
Anoth has pure disdain for Wizards not following her and will almost always work to drop them first and foremost, even allowing opportunity attacks to ensure the Wizard is out of the fight., she will then look for any other Arcane caster if any present themselves. If a Divine caster uses a healing spell or remove curse spell, she will attack the target of the heal with a Chill Touch if in the air or multiattack if on the ground. Chill Touch preventing them from healing for a turn.
Anoth's more favorite method is using the Invisible wall of force from her lair actions to start trapping players making them have to split or move around the battle field and dropping in to any individual spellcasters to quickly dispose of the powerful threat. Otherwise Anoth likes to control the fight from afar using chill touch to keep oppressed players low on hit points and dropping healers when she is done with the Arcane casters.
This Dragon is Smart, with years of knowledge of the world and it's people, trying to adapt and change it's tactics consistently based on possible threats and not just immediate ones.
It will Attack spell casters concentrating on spells, it will take attacks of opportunity from Paladins, Fighters, and Barbarians to avoid taking their brutal attacking turns. It will Grapple smaller races and drop them from the sky if they pose a problem. It will attack Rangers and Warlocks secondary to eliminate Ranged threats.