In the A to Z Challenge I will be describing parts of my fictional world I am starting to use for Roleplaying games. Most of this information is not known by my players, not to hide it from them, but because I think tons about a location that I won’t force them to sit through during gaming sessions.
Dragons don’t do simple names. It demeans their honor. The longer they live the more titles they accumulate to their names. In my world, dragons are unique and powerful. So while Dungeons and Dragons has strict classifications, no dragon in the world of my making will fall strictly on those lines.
Juderenevomoraxalit is a male saphire colored dragon. He is ancient and powerful. For the cause of our discussion we will call him Judere as it is easier for those of us who are not dragons to say. Among Judere’s titles are The Mist Bringer, The Unseen Wyrm, The Mirror Lord, and The Aprentice to Aruthelemexiamorotal (later written as Aruth). The last one being of the most strenous debate as Aruth was reported dead centureies before most scholars beleive Judere was hatched. Most will only contend the point away from dragons, as it is inopportune to argue about appropriate titles with a being that can consider you an appetizer.
What is better known is that Judere has not been active for a long time, and while most believe him dead, it is hard to be certain with dragons. His lair resides in the mountains between the Dependency of Golim and Shovamhon. Adventurers who have found it say the great cavern is mostly picked clean. However some stalagtites and stalagemites have been altered to be perfectly smooth and covered in a mirror finish. Far to large to carry away and rumoured to enchant those who look to long into their own reflection, they have been left alone in the cave.
What most adventures never find is the passage down from the main cavern into the Mist maze. Haunted by Will O Wisps and forever full of a shifting mist it has driven some insane and starved others who could not escape. If indeed any ever succeded past they would find the Halls of Mirrors where Judere experimented with illusions, portals, levitation, invisibility and living constructs made purely from light itself.
For those who wish to use Judere in their own games, take a 17HD dragon and modify it. For the below, I have modified an Ancient Brass Dragon from 5th edition stats, with some abbreviation. Find the equivelants in your own system as much as possible.
Armor Class: 20 Hit Points: 297 Speed: 40ft, fly 8ft Languages: Common(Gurli), Draconic(Hivviut), Gnomish (Min Hon); Skills: History +9, Perception +14, Stealth + 8, Arcana +12
Senses: Blindsight 60ft, Darkvision 120ft, Passive Perception 24; Immunities: Lightning; Legendary resistance (3/day): can choose to succeded instead of fail saving throw.
Str 27 (+8) Dex 10 (+0) Con 25(+7) Int 16 (+3) Wis 15 (+2) Cha 19 (+4) [Saves: Dex +6, Con +13, Wis +8, Cha +10]
Multiattack (Frightful Presence + bite + two claw attacks)
Attacks: Bite + 14 to hit (19hp piercing); Claw +14 to hit (15hp slashing); tail + 14 to hit (17hp bludgeoning); Recharge Breath on 5-6 on 1d6 roll per turn Lightning Breath 120 line 88 Dammage (Dex dave vs. 21 to halve) ;Sleep Breath DC 20 Con save or sleep for 10 minutes.
Change Shape: Judere can change shape at will to a human male in leather armor tinged purple or a large stag with violet eyes.
Legendary Actions (up to three every round at end of other’s turns):
Detect, extra perception check; Tail attack; Wing attack, but costs two actions. Every creature within 15ft Dev save vs 22 or take 15hp dammage.
Lair Actions: (1 per initiative 20) These differ by layer of Judere’s lair.
1. The Sleeping Cave: A. Mirrors create duplicates of Judere adding +4 to AC. B. Magic is disrupted and the caster must sucede an Arcana check higher than 20 to cast a spell other than a cantrip.
2. The Mist Maze (Judere in human or animal form): A. Blinding Will o wisps, Wis vs 20 or blinded for a round. B. Solid Mist Shield, 30hp to break through the shield. C. Mist Shackles, Dex vs 20 or restrained, or Str vs 20 to escape.
3. The Mirror Halls: A. Turn Judere invisible for the round until he attacks B. Images of loved ones in front of you, Wis vs 22 or stunned.
Regional Effects: Animals within a mile can speak draconic even if normally not able to. Pools of water settle to mirror smoothness within 5 seconds of disruption. There is a 1 in 6 chance dancing lights will be visible at night.