Lair. Mythical, Legendary Actions and Regional Effects

Lair Actions
Name 	Description
Magma Eruption 	Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one
tremor shakes 	A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
Volcanic gases 	Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
Infernal Illusions 	Zariel casts major image four times at its lowest level, targeting different areas with the spell. Zariel prefers to create images of intruders' loved ones being burned alive. Zariel doesn't need to concentrate on the spells, which end on initiative count 20 of the next round. Each creature that can see these illusions must succeed on a DC 26 Wisdom saving throw or become frightened of the illusion for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Fireball 	Zariel casts her innate fireball spell.
Deadly Utterance 	Orcus's voice booms throughout the lair. His utterance causes one creature of his choice to be subjected to power word kill. Orcus needn't see the creature, but he must be aware that the individual is in the lair.
Grasp of the Dead 	Orcus causes skeletal arms to rise from an area on the ground in a 20-foot square that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a DC 23 Strength saving throw or be restrained until the arms disappear or until Orcus releases them (no action required).
Undead Servants. 	Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair.
Darkness 	Demogorgon casts the darkness spell four times, targeting different areas with the spell. Demogorgon doesn't need to concentrate on the spells, which end on initiative count 20 of the next round.
Illusory Duplicate 	Demogorgon creates an illusory duplicate of himself, which appears in his space and lasts until initiative count 20 of the next round. On his turn, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or an object interacts physically with Demogorgon (for example, by hitting him with an attack), there is a 50 percent chance that the illusory duplicate is affected, not Demogorgon, in which case the illusion disappears.
Temporal Fling 	The dragon attempts to fling a creature it can see within 60 feet of itself forward through time. The target must succeed on a DC 18 Wisdom saving throw or take 26 (4d12) psychic damage and move 1 round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it's occupied.
Temporal Lag 	The dragon slows time for each creature within 60 feet of itself. Until initiative count 20 of the next round, the affected creature can move or take an action on its turn, not both. The creature also can't take a reaction or a bonus action.
Timeline Divergence 	The dragon chooses a space it can fit into within its lair. The dragon exists simultaneously in its space and the chosen space until initiative count 20 on the next round. Whenever it moves or takes an action, the dragon chooses which version is moving or acting. If an effect or attack can target both the dragon's spaces at the same time, the dragon is affected only once.
strong current 	A strong current moves through the kraken's lair. Each creature within 60 feet of the kraken must succeed on a DC 23 Strength saving throw or be pushed up to 60 feet away from the kraken. On a success, the creature is pushed 10 feet away from the kraken.
vulnerability to lightnin	Creatures in the water within 60 feet of the kraken have vulnerability to lightning damage until initiative count 20 on the next round.
water charge 	The water in the kraken's lair becomes electrically charged. All creatures within 120 feet of the kraken must succeed on a DC 23 Constitution saving throw, taking 10 (3d6) lightning damage on a failed save, or half as much damage on a successful one.
Noxious Smoke 	A cloud of thick, dark smoke fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is heavily obscured. A creature other than the dragon that starts its turn in the cloud or enters it for the first time on its turn must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its turn. The cloud lasts until initiative count 20 on the next round.
Searing Heat. 	Searing heat spreads out in a 15-foot-radius sphere centered on a point the dragon can see within 120 feet of it. Any creature that enters the affected area or starts its turn there must make a DC 15 Constitution saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. The heat lasts until initiative count 20 on the next round.
Incite the Pack. 	Until the next initiative count 20, all gnolls and hyenas within the lair are enraged, causing them to have advantage on melee weapon attack rolls and causing attack rolls to have advantage against them.
Iron Spike 	Yeenoghu causes an iron spike—5 feet tall and 1 inch in diameter—to burst from the ground at a point he can see within 100 feet of him. Any creature in the space where the spike emerges must make a DC 24 Dexterity saving throw. On a failed save, the creature takes 27 (6d8) piercing damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained condition.
Pack Rush 	Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to its speed.
command 	Graz'zt casts the command spell on every creature of his choice in the lair. He needn't see each one, but he must be aware that an individual is in the lair to target that creature. He issues the same command to all the targets.
Smooth surfaces 	Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on Dexterity (Stealth) checks made to hide.
necrotic Tendrils 	Tendrils of necrotic power rise and reach for living creatures within the lair. Each living creature in the lair must attempt a DC 21 Constitution saving throw or take 13 (3d8) necrotic damage and gain one level of exhaustion until initiative count 20 on the next round.
wing crash 	Gegazol crashes her wings upon the ground, and rime spreads in a sphere with a 120-foot radius around her. This sphere spreads around corners and creates difficult terrain made of ice. Creatures in that area must make a DC 21 Constitution saving throw. Those who fail take 18 (4d8) cold damage and are grappled (escape DC 21). On a success, the creature takes half the damage and isn't grappled. The difficult terrain disappears on initiative count 20 on the next round.
black ice 	Gegazol creates an opaque wall of black ice on a solid surface she can see within 120 feet of her. The wall is made up of twenty contiguous 10-foot square panels that are each 2 feet thick. When the wall appears, each creature in its area is pushed 5 feet out of the wall's space, appearing on whichever side of the wall the creature wants. Each 10-foot section of the wall has AC 5, 60 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when Gegazol uses this lair action again or when she dies.
Corruption 	Dyrrn targets one creature it can see within 60 feet of it. The target must succeed on a DC 23 Constitution saving throw or take 22 (4d6 + 8) necrotic damage and become corrupted for 1 minute.
A corrupted creature's flesh twists in alien ways. The creature has disadvantage on attack rolls, its speed is reduced by half, and if it tries to cast a spell, it must first succeed on a DC 15 Intelligence check or the spell fails and is wasted. The corrupted creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
sprout tentacles 	A 30-foot-square area of ground within 120 feet of Dyrrn sprouts tentacles until initiative count 20 on the next round. Any creature that starts or ends its turn in the area must succeed on a DC 23 Strength saving throw or be restrained. A creature can escape the tentacles with a successful DC 23 Strength (Athletics) or Dexterity (Acrobatics) check as an action
psychic damage 	Each creature of Dyrrn's choice that it can see within 120 feet of it must succeed on a DC 23 Wisdom saving throw or take 26 (4d12) psychic damage. Unless the target has immunity to psychic damage, its Intelligence score is reduced by 1d4 each time it fails the saving throw for this lair action. The target dies if its Intelligence score is reduced to 0. The reduction lasts until the target finishes a short or long rest.
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Legendary Actions
Name 	Description
Detect. 	The dragon makes a Wisdom (Perception) check
Tail Attack 	The dragon makes a tail attack.
Wing Attack (Costs 2 Actions) 	The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Consume Magic (Costs 2 Actions) 	Sul Khatesh targets a creature within 120 feet of her who is concentrating on a spell. The target must succeed on a DC 26 Constitution saving throw or its concentration is broken on the spell, and Sul Khatesh gains 5 temporary hit points per level of that spell.
Maddening Secrets (Costs 3 Actions) 	Sul Khatesh whispers an arcane secret into the mind of a creature she can see within 60 feet of her. The target must succeed on a DC 26 Wisdom saving throw or expend one of its spell slots of 3rd level or lower and deal 26 (4d12) force damage to each creature within 30 feet of it. A creature that fails the saving throw but can't expend a spell slot is instead stunned until the end of its next turn.
End Magic (Costs 2 Actions) 	Rak Tulkhesh casts dispel magic.
Provoke Rage (Costs 3 Actions) 	Each creature within 60 feet of Rak Tulkhesh must succeed on a DC 24 Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If no creatures are within reach, it makes a ranged weapon attack against a random creature within range, throwing its weapon if necessary. This attack is made with advantage and gains a +4 bonus to the damage roll.
Arcane Spear (Costs 3 Actions) 	The greatwyrm creates four spears of magical force. Each spear hits a creature of the greatwyrm's choice it can see within 120 feet of it, dealing 12 (1d8 + 8) force damage to its target, then disappears.
Immolating Gaze (Costs 2 Actions) 	Zariel turns her magical gaze toward one creature she can see within 120 feet of her and commands it to combust. The target must succeed on a DC 26 Wisdom saving throw or take 22 (4d10) fire damage.
Teleport. 	Zariel uses her Teleport action.
Psionics (Costs 2 Actions) 	The greatwyrm uses Psychic Step or Spellcasting.
Psychic Beam (Costs 3 Actions) 	The greatwyrm emits a beam of psychic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 26 Intelligence saving throw, taking 27 (5d10) psychic damage on a failed save, or half as much damage on a successful one.
A Taste of Undeath 	Orcus casts chill touch (17th level).
Creeping Death (Costs 2 Actions) 	Orcus chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Orcus's next turn. Creatures in that area have vulnerability to necrotic damage.
Dracogenius (Costs 3 Actions) 	Niv-Mizzet regains a spell slot of 3rd level or lower.
Gaze 	Demogorgon uses Gaze and must use either Beguiling Gaze or Confusing Gaze.
Cast a Spell (Costs 2 Actions) 	Demogorgon uses Spellcasting.
Chaotic Flow (Costs 2 Actions) 	Velomachus moves up to half her flying speed. If a creature hits or misses her with an opportunity attack during this move, the attacker takes 19 (3d12) thunder damage.
Repeating History (Costs 3 Actions) 	Velomachus magically summons 1d4 statue mascots in unoccupied spaces she can see within 60 feet of herself. The spirit statues obey her commands and take their turns immediately after hers. Any creature, other than a spirit statue or Velomachus, is restrained if it starts its turn within 5 feet of one or more of these spirit statues. This restrained condition lasts until the end of the creature's turn. These spirit statues disappear after 10 minutes, when Velomachus dies, or when she uses this action again.
Lightning Storm (Costs 2 Actions) 	Slarkrethel magically creates three bolts of lightning, each of which can strike a target Slarkrethel can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
Ink Cloud (Costs 3 Actions) 	While underwater, Slarkrethel expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than Slarkrethel. Each creature other than Slarkrethel that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of Slarkrethel's next turn.
Curse (Costs 2 Actions) 	Kostchtchie curses one creature he can see within 60 feet of him. The cursed creature gains vulnerability to all damage dealt by Kostchtchie until the end of Kostchtchie's next turn.
Fearsome Pursuit 	The champion moves up to its speed or commands its mount to move up to its speed. This movement doesn't provoke opportunity attacks.
Nullify (Costs 2 Actions) 	The champion emits a magic wave in a 60-foot cone. Every spell of 5th level or lower ends on creatures and objects of the champion's choice in that area.
Tactical Edge (Costs 2 Actions) 	Roll a d6 for Bel. The number rolled on the die is subtracted from the next attack roll made against Bel or an ally of his choice within the next minute.
Summon Ice Devil (Costs 3 Actions) 	Bel magically summons an ice devil with an ice spear (as described in the ice devil's entry in the Monster Manual). The ice devil appears in an unoccupied space within 60 feet of Bel, acts as Bel's ally, and can summon other devils if it has such power. The ice devil remains until Bel dies or until he dismisses it as an action.
Swat Away 	Yeenoghu makes one Flail attack. If the attack hits, the target must succeed on a DC 24 Strength saving throw or be pushed up to 15 feet in a straight line away from Yeenoghu. If the saving throw fails by 5 or more, the target is also knocked prone.
Savage (Costs 2 Actions) 	Yeenoghu makes a separate Bite attack against each creature within 10 feet of him.
Fold Space (Costs 2 Actions) 	Tanazir uses Teleport, and each other creature within 20 feet of the space she left must succeed on a DC 24 Strength saving throw or be pulled up to 30 feet closer to the center of that space and take 16 (3d10) force damage.
Fractal Refraction (Costs 3 Actions)	Tanazir magically summons 1d4 fractal mascots in unoccupied spaces she can see within 120 feet of herself. The fractals obey her commands and take their turns immediately after hers. While any of these fractals remain, attack rolls made against Tanazir have disadvantage. A summoned fractal disappears after 1 minute, when it or Tanazir dies, or when she uses this action again.
Sadistic Revelry 	Each creature within 60 feet of Rakdos that is his ally or is charmed by him must use its reaction to move up to half its speed toward the creature closest to it that it can see, provided it isn't already within 5 feet of that creature. It then must make one melee attack against that creature if it is able to do so.
Scythe (Costs 2 Actions) 	Rakdos uses Curtain-Call Scythe.
Touch of Pain (Costs 3 Actions) 	Rakdos makes a claw attack against one creature within 10 feet of him. The target must succeed on a DC 25 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature can't maintain concentration on a spell or any other effect that requires concentration. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Dance, My Puppet 	One creature charmed by Graz'zt that Graz'zt can see must use its reaction to move up to its speed as Graz'zt directs.
Sow Discord 	Graz'zt casts crown of madness or dissonant whispers.
Daemon Sight 	Gegazol gains truesight out to 120 feet until the end of her next turn and can make a Wisdom (Perception) check.
Wings of Winter (Costs 2 Actions) 	Gegazol beats her wings. Each creature within 30 feet of her must succeed on a DC 23 Dexterity saving throw or take 17 (2d8 + 8) bludgeoning damage and 9 (2d8) cold damage, and then fall prone. Gegazol can then fly up to half her flying speed.
Mind Blast (Costs 3 Actions) 	Dyrrn magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 23 Intelligence saving throw or take 30 (5d8 + 8) psychic damage and be stunned 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.
Spawn Aberration (Costs 2 Actions) 	Dyrrn regurgitates an intellect devourer in an unoccupied space within 5 feet of it. The intellect devourer is under Dyrrn's control and acts immediately after Dyrrn in the initiative order.
Tentacle Whip 	Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 23), pulled into an unoccupied space within 5 feet of Dyrrn, and must succeed on a DC 23 Intelligence saving throw or be stunned until this grapple ends. Dyrrn can't use the same tentacle whip on another target until this grapple ends. Dyrrn has two tentacle whips
Extract Brain 	Melee Weapon Attack: +15 to hit, reach 5 ft., one incapacitated creature grappled by Dyrrn. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, Dyrrn kills the target by extracting and devouring its brain.
Miasmal Flow (Costs 2 Actions) 	Beledros becomes a swirling cloud of green mist and can move up to half her flying speed without provoking opportunity attacks, then resumes her true form. During this movement, she can move through creatures and objects as if they were difficult terrain. If she moves through a creature, it must succeed on a DC 23 Constitution saving throw or become poisoned until the end of its next turn. If Beledros ends this move inside an object, she takes 5 (1d10) force damage and is shunted to the nearest unoccupied space.
Teeming with Life (Costs 3 Actions) 	Beledros magically summons 1d4 pest mascots in unoccupied spaces she can see within 60 feet of herself. The pests obey her commands and take their turns immediately after hers. Any creature, other than a pest, takes 9 (2d8) poison damage if it starts its turn within 5 feet of one or more of these pests. When one of these pests drops to 0 hit points, Beledros regains 9 hit points. These pests disappear after 10 minutes, when Beledros dies, or when she uses this action again.
Beneficent Trail. 	Within 10 miles of the dragon's lair, small runes in the shape of a gold dragon appear to creatures in great need, marking a subtle trail leading to the dragon's lair.
Emanation of Justice 	Creatures that spend a year within 6 miles of the dragon's lair value fairness and justice over their personal feelings.
Liar's Revelation 	Within 6 miles of the dragon's lair, any creature attempting to tell a deliberate lie must succeed on a DC 15 Charisma saving throw or find itself accidentally revealing the truth it was attempting to conceal. The first time a creature fails this saving throw, it is immune to this effect for 24 hours.
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Mythic Actions
Name 	Description
Hurl Through Avernus (Costs 2 Actions)	The aspect targets a creature she is grappling. The creature must succeed on a DC 25 Charisma saving throw or take 44 (8d10) psychic damage and be banished to Avernus (the first layer of the Nine Hells). At the start of the aspect's next turn, the creature reappears in an unoccupied space within 10 feet of the aspect.
Chromatic Flare (Costs 3 Actions) 	The aspect flares with elemental energy. Each creature of the aspect's choice in a 60-foot-radius sphere centered on her must make a DC 27 Dexterity saving throw. On a failed save, the creature takes 39 (6d12) damage of a type chosen by the aspect: acid, cold, fire, lightning, or poison. On a successful save, the creature takes half as much damage.
Celestial Shield (Costs 2 Actions) 	The aspect manifests seven spectral ancient gold dragons around himself that protect him; he gains 77 temporary hit points until the start of his next turn.
Celestial Lances (Costs 3 Actions) 	The aspect conjures four enormous lances of magical force that plummet to the ground at four different points he can see within 150 feet of him and then disappear. Each creature in a 20-foot-radius, 100-foot-high cylinder centered on each point must succeed on a DC 27 Dexterity saving throw or take 24 (7d6) force damage. A creature in the area of more than one lance is affected only once.
Shattering Roar (Costs 2 Actions) 	The greatwyrm unleashes a magical roar. Each creature in a 120-foot-radius sphere centered on the greatwyrm must succeed on a DC 26 Constitution saving throw or take 19 (3d12) thunder damage and be incapacitated until the end of its next turn.
Chromatic Flare (Costs 2 Actions) 	The greatwyrm flares with elemental energy. Each creature in a 60-foot-radius sphere centered on the greatwyrm must succeed on a DC 26 Dexterity saving throw or take 22 (5d8) cold damage.
Rampage. 	Tromokratis makes two attacks: one with its tail and one with its tentacle grasp.
Coral Growth (Costs 2 Actions) 	Each creature within 10 feet of Tromokratis must make a DC 25 Dexterity saving throw, taking 13 (3d8) slashing damage on a failed save, or half as much damage on a successful one. Until the start of its next turn, Tromokratis and its hearts gain a +2 bonus to AC.
 	
 	
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Regional Effects
Name 	Description
Small earthquakes 	Small earthquakes are common within 6 miles of the dragon’s lair.
Sulphur Water 	Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
Rocky fissures 	Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.
Elemental Portals 	Two-way portals to the Elemental Plane of Air (if the scion is in the sky) or the Elemental Plane of Water (if the scion is in the ocean) form within 1 mile of the cradle or scion, allowing elemental creatures into the world.
Empowered Storm Giants.	Storm giants within 1,000 feet of the scion gain a +8 bonus to attack and damage rolls.
Extreme Weather 	The weather within 1 mile of the scion dramatically shifts day to day, ranging from pleasantly sunny to brutal hailstorms.
Hellscape 	The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat.
Pyres 	Once every 60 feet within 1 mile of the lair, 10-foot-high gouts of flame rise from the ground. Any creature or object that touches the flame takes 7 (2d6) fire damage, though it can take this damage no more than once per round.
smoke 	The area within 2 miles, but no closer than 500 feet, of the lair is filled with smoke, which causes the area to be heavily obscured. The smoke can't be cleared away.
Compulsory Offering 	The first time a sapient creature comes within 6 miles of the scion, the creature must succeed on a DC 15 Wisdom saving throw or feel an overwhelming compulsion to leave an offering worth at least 5 gp stashed in an out-of-the-way place. Cloud giants within 6 miles of the cradle or scion immediately sense the location of this gift. A creature can be affected only once by this compulsion.
Mischievous Whispers. 	Whispers can be heard on the wind within 1 mile of the scion. The words are indistinct, but a creature with an Intelligence score of 5 or higher interprets them as instructions for a prank they can play on others.
Charnel Realm 	The air is filled with the stench of rotting flesh, and buzzing flies grow thick within the region.
Undead Beasts. 	Dead Beasts periodically animate as Undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area.
Beguiling Realm 	Within 6 miles of the lair, all Charisma (Persuasion) and Charisma (Performance) checks have disadvantage, and all Charisma (Deception) and Charisma (Intimidation) checks have advantage.
Frenzied Animals 	Beasts within 1 mile of the lair become frenzied and violent—even creatures that are normally docile. Within that area, any ability check involving Animal Handling has disadvantage.
Venomous Beasts 	he area within 6 miles of the lair becomes overpopulated with poisonous snakes and other venomous Beasts.
Time Dilations 	Time fluctuates within 3 miles of the lair. Short rests taken within this area take 10 minutes or 2 hours (your choice).
Timelessness 	Beasts, Humanoids, and Plants within 3 miles of the lair age only 1 year for every 10 years that pass.
alter the weather 	The kraken can alter the weather at will in a 6-mile radius centered on its lair. The effect is identical to the control weather spell.
Water elementals 	Water elementals coalesce within 6 miles of the lair. These elementals can't leave the water and have Intelligence and Charisma scores of 1 (-5).
Aquatic aggressive 	Aquatic creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are charmed by the kraken and aggressive toward intruders in the area.
Abundant Ore 	Veins of precious metals and ore are more common within 6 miles of the scion.
Desertification 	Precipitation is almost nonexistent within 6 miles of the scion, parching the land and withering most plant life.
Empowered Fire Giants 	Fire giants within 1,000 feet of the scion gain a +8 bonus to attack and damage rolls.
Fiery Senses 	The dragon can hear up to 30 feet through any open flame within 1 mile of the dragon's lair.
Ominous Flames. 	Open flames within 6 miles of the dragon's lair are tinged dark red, hiss and crackle constantly, and throw off embers and showers of sparks.
Savage Predators 	Predatory beasts within 6 miles of the lair become unusually savage, killing far more than what they need for food. Carcasses of prey are left to rot in an unnatural display of wasteful slaughter.
Spiky Terrain 	Within 1 mile of the lair, large iron spikes grow out of the ground and stone surfaces. Yeenoghu impales the bodies of the slain on these spikes.
Biting Chill 	Extreme cold envelops the land within 6 miles of the scion (see the Dungeon Master's Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing—creatures in the area without immunity or resistance to cold damage have disadvantage on Strength and Dexterity checks.
Empowered Frost Giants.	Frost giants within 1,000 feet of the scion gain a +7 bonus to attack and damage rolls.
Thriving Wildlife 	Beasts reproduce rapidly and thrive within 6 miles of the scion.
Mirrors Everywhere. 	Flat surfaces within 1 mile of the lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike.
Agitated Beasts 	Wild beasts within 6 miles of the lair break into frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons.
Madness of Graz'zt 	If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Graz'zt table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.
Beguiling Realm 	Within 6 miles of the lair, all Wisdom (Insight) checks have disadvantage, and all Charisma (Deception) and Charisma (Persuasion) checks have advantage.
aberrant forms 	Plants and animals raised within 2 mile of the passage have twisted, aberrant forms. Use the Daelkyr Modifications table for inspiration.
crawling skin 	Creatures within 1 mile of the passage frequently feel as if something is crawling under their skin.
Madness of Dyrrn 	If a humanoid spends at least 1 hour within 1 mile of the passage, that creature must succeed on a DC 22 Wisdom saving throw or descend into a type of madness (see "Madness of Dyrrn" below). A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.
Biting Chill 	Extreme cold envelops the land within 6 miles of the scion (see the Dungeon Master's Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing—creatures in the area without immunity or resistance to cold damage have disadvantage on Strength and Dexterity checks.
=== Madness of Graz'zt ===
If a creature goes mad in Graz'zt's lair or within line of sight of the demon lord, roll on the Madness of Graz'zt table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness.
Madness of Graz'zt
d100 	Flaw (lasts until cured)
01-20	"There is nothing in the world more important than me and my desires."
21-40	"Anyone who doesn't do exactly what I say doesn't deserve to live."
41-60	"Mine is the path of redemption. Anyone who says otherwise is intentionally misleading you."
61-80	"I will not rest until I have made someone else mine, and doing so is more important to me than my own life—or the lives of others."
81-90	"My own pleasure is of paramount importance. Everything else, including social graces, is a triviality."
91-00	"Anything that can bring me happiness should be enjoyed immediately. There is no point to saving anything pleasurable for later."
=== Madness of Dyrrn ===
If a creature goes mad in Dyrrn's lair or while it can see the daelkyr, it gains a form of indefinite madness. Roll on the Madness of Dyrrn table to determine the nature of this madness, which takes the form of a character flaw that lasts until cured. Chapter 8 of the Dungeon Master's Guide has more information on madness.
Madness of Dyrrn
d6	Flaw (lasts until cured)
1 	"There's an illithid parasite living in my brain!"
2 	"I can feel myself evolving into an aberration."
3 	"Aberrations are the only natural things."
4 	"A part of me has become a conscious entity."
5 	"My opponents must bow down to a mind flayer!"
6 	"Dyrrn and the mind flayers simply want to unite all sentient creatures in collective consciousness. And I receive messages from the group mind!"