Vile, sadistic and cruel are only a few words fit to describe this dabolical being, who strikes out amoungst most shard beings in using his newfound abilites to torment those around him and finding enjoyment in watching the slow decay of a kingdom. Surely the shard of Ruin will never be the same again after being bound to such a despicible thing, carrying on his terrible ideals even if just subconsiously, to the next to wield it.

Verenus

Huge dragon, Chaotic evil

Armor Class 20 - 21 with Spikes

20 - 21 with Spikes Hit Points 380

380 Speed 40ft.,fly 80ft., swim 40ft.

STR DEX CON INT WIS CHA 25 (+7) 16 (+3) 24 (+7) 16 (+3) 15 (+2) 18 (+4)

Saving Throws . Dex +10,Con +10,Int +7,Wis +8,Cha +8

. Dex +10,Con +10,Int +7,Wis +8,Cha +8 Skills . Perception +13, Stealth +8

. Perception +13, Stealth +8 Condition Immunities. Surprised, Charmed, Frightened, Poisoned

Surprised, Charmed, Frightened, Poisoned Damage Immunities. Acid, Poison, necrotic, non-magical bludgeoning, pierceing and slashing.

Acid, Poison, necrotic, non-magical bludgeoning, pierceing and slashing. Senses. Truesight 120 ft., Passive Perception 23

Truesight 120 ft., Passive Perception 23 Languages. Abyssal., Common., Draconic., Primordial., Undercommon., Sylvan.

Shard being. Shard beings can take damage from attacks but cannot be killed by any method asides from the influence of another Shard. If they are somehow killed by any other method, they will ressurect in 3 days in the material plane, any of its mirror planes or any plane corresponding it its shard. This ressurection cannot be negated Magic Resistence. Verenus has advantage on saves against spells and other magical effects

Legendary Resistence (3/day). If Verenus fails a saving throw, he can instead choose to succeed.

Magic Weapons. Verenus' weapon attacks are magical

Rotting Radience. Creatures of choice within Verenus' lair must make DC 16 Constitution save or be gripped by a growing decay that’s drains their Max HP by (1d4 +4) at the end of each of their turns, this save can be re-rolled at the start of each of the creatures turns until saved. If this save is made, the creature is immune to rotting radience for 1 hour. Verenus radiates a concentrated aura within 10 foot of him, Creatures that end their turn in this aura remake the check with a DC18 and 1d8 +4 (this is seperate from the first effect but overwrites it if both are present). This reduces Max health to a minimum of the targets hit dice + Con. If death saves are made while under the influence of rotting radience, they are made at disadvantage. Verenus gains all health drained by this effect (can bring him over max). This health is regained if over a week is spent outside the lair or greater restoration or any spell of this level and above is used.

Spike Growths Spikes all over Verenus' body that seem to pulsate with his breathing, move to defend against attacks and lunge at attackers. When Verenus is hit by a Melee attack, the attacker must make a DC 15 Dexterity Save or be struck by spikes for (1d6) piercing damage plus (1d4) necrotic damage.

Innate Spellcasting. Verenus' innate spellcasting ability is Charisma (spell save DC 18., +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

At will: Chromatic Orb (2nd level), Detect Thoughts, Animate Dead, Dispel Magic.

1/day each: Circle of death (6-48), Cloud kill (5-40), Finger Of Death (7-86), Harm (6-84).

Actions

Multiattack Verenus makes three attacks, one bite/spike explosion and two claw attacks. He may instead use one recharge or 1/day ability.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one creature. Hit: (2d10 + 6) piercing damage plus (1d8) acid damage and (2d4) necrotic damage. Verenus may also (on a prone trarget) create a semi-solid glop of acid that restrains the target (escape DC 16 strength check) that does 2d12 Acid damage at the start of the targets turn. Another creature can remove this blob with advantage taking 1d6 acid damage.

Claw. Melee Weapon Attack: +12 to hit, range 5 ft., one target. Hit: (2d6 + 6) slashing damage plus (2d4) necrotic damage. After a claw attacks hits, Verenus can grapple the target, picking them up in his Wing Claw (escape DC 18). In place of a claw attack, Verenus may throw a Grappled creature up to 40 feet, if aimed at another creature, it must make a DC 16 Dex save or take the same damage and fall prone (fall damage of 1d6 per 10 foot).

Tail Melee Weapon Attack: +12 to hit, range 15 ft., one target. Hit: (2d8 + 6) bludgeoning damage plus (2d4) necrotic damage.

Spike explosion all spikes on Verenus explode outwards, all creatures within 15 feet must make a DC 15 dexterity saving throw or take (3d12 + 6 damage) plus (1d4) necrotic damage. After the spikes have exploded they regrow at the end of Verenus' next turn.

Acid Breath (recharge 5-6 - shared). Verenus exhales corrupting acid in a 60-foot line that is 5 foot wide. Each creature must make a DC 18 Dexterity saving throw, taking (10d8) acid damage and (2d8) necrotic damage on a failed save, or half as much on a successful one.