Huge dragon, chaotic evil
- Armor Class
- 19 (natural armor)
- Hit Points
- 195 (17d12 + 85)
- Speed
- fly 80 ft., swim 40 ft., 40 ft.
- Challenge
- 14 (11,500 XP)
- Saving Throws
- Cha +8, Con +10, Dex +7, Wis +6
- Skills
- Stealth +12, Perception +11
- Damage Resistances
- necrotic
- Damage Immunities
- acid
- Senses
- blindsight 60 ft., darkvision 120 ft., passive Perception 21
- Languages
- Common, Draconic
Traits
Nurvureem can breathe air and water.
If Nurvureem fails a saving throw, it can choose to succeed instead.
While in dim light or darkness, Nurvureem has resistance to damage that isn't force, psychic, or radiant.
While in dim light or darkness, Nurvureem can take the Hide action as a bonus action.
While in sunlight, Nurvureem has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Nurvureem can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) necrotic damage.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Each creature of Nurvureem's choice that is within 120 feet of Nurvureem and aware of it must succeed on a DC 16 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 Nurvureem's Frightful Presence for the next 24 hours.
Nurvureem exhales necrotic in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after Nurvureem in the initiative count. The shadow is under Nurvureem's control.
Legendary Actions
Nurvureem makes a Wisdom (Perception) check.
Nurvureem makes a tail attack.
Nurvureem beats its wings. Each creature within 10 feet of Nurvureem must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. Nurvureem can then fly up to half its flying speed.