Yria is an extremely potent spellcaster. She knows the following spells and can cast them the indicated number of times and does not require material components or somatic gestures. Her spellcasting modifier is Wisdom.
Cantrips: Prestidigiation, Message, Mage Hand, Sacred Flame, Fire Bolt, Dancing Lights
1st (6 slots): Charm Person, Cure Wounds, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Thunderwave
2nd (6 slots): Blur, Calm Emotions, Detect Thoughts, Flaming Sphere, Lesser Restoration, Zone of Truth
3rd (5 slots): Beacon of Hope, Blink, Counterspell, Magic Circle, Nondetection
4th (5 slots): Control Water, Ice Storm, Polymorph, Wall of Fire, Arcane Eye
5th (5 slots): Animate Objects, Awaken, Mass Cure Wounds, Geas, Teleportation Circle
6th (4 slots): Disintegrate, Freezing Sphere, Heal, Programmed Illusion
7th (4 slots): Forcecage. Regenerate, Teleport, Project Image
8th (3 slots): Power Word Stun, Sunburst, Antimagic Field
9th (3 slots): True Polymorph, True Resurrection
10th (2 slots):
Legendary Resistance (15/day): If Yria fails a saving throw, she can choose to succeed instead.
God's Concentration: Yria has had millennia of practice casting spells. She cannot lose concentration except by going unconscious.
Divine Being: Gods are incredibly powerful beings. If the target of this god's actions, or the one targeting this god, also has Divine Being, this skill does not take effect. Otherwise, this god gains 35 AC and resistance to all damage types. Target's immunities and resistances are ignored. All attack rolls and saving throws get +35.
Divine Healer: At the start of every turn, Yria heals for 200 hit points and removes all status effects on herself.
Magic Weapons: All of Yria's attacks are magical.
Multiattack: Yria makes four attacks; One with her bite, two with her claws and one with her tail.
Bite: Melee Weapon Attack: Hit +9, Reach 15 feet, one target. On hit: 39 6d10+9 slashing damage. The target must make a Dexterity saving throw (DC 25) on a failed save, Yria picks up the target in her massive jaws, the target becomes grappled and takes 108 12d12+36 bludgeoning damage. On a successful save, the target takes none of the bludgeoning damage, but full slashing damage, and is not grappled. Yria cannot use this attack against a different target if she has a target currently grappled with this effect. If the target is Medium or smaller, Yria can move unimpeded. If the target is large, Yria's move speed is halved. If the target is garguantuan, Yria must make a DC 20 Strength check to move with half her movement speed.
Crunch: Melee Weapon Attack: Bonus Action: Can only be used if the target is grappled using Bite. Crunch automatically hits. Crunch deals 267 40d12+27 bludgeoning damage.
Claw : Melee Weapon Attack: Hit +9, Reach 15 feet, one target. On hit: 84 25d6+9 slashing damage.
Tail : Melee Weapon Attack: Hit +9, Reach 25 feet, one target. On hit: 88 8d12+40 4d8+10 piercing damage.
Frightful Presence : Each creature of Yria's choice that is within 240 feet of Yria and aware of her must succeed on a DC 40 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 creatures' saving throw is successful or the effect ends for it, the creature is immune to Yria's Frightful Presence for the next 24 hours.
Rainbow Breath: Each creature in a 60-foot cone in front of Yria makes a Dexterity saving throw (DC 24). On a failed save, they take 288 12d12
damage from each of the following types: Fire, Lightning, Acid, Cold. This action cannot be taken if Yria currently has a target grappled with Bite.
Yria can take 25 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn unless otherwise stated. Yria regains spent legendary actions at the start of her turn.
(2 Actions) Absorbtion: When Yria is attacked with a damaging spell roll a D20, on a successful save, the spell heals Yria instead of dealing damage. The DC for this save is twice the spells level minus 2.
(2 Actions) Bite: Yria can her use bite attack, should it be available.
Crunch: Yria can use her Crunch attack, should it be available.
Force Push: Yria makes a spell attack against a target within 100 feet of her. If she hits, the target takes 90
10d8+50
force damage. The target flies for up to 30 feet. If the target makes contact in the first 15 feet, they take 90
10d8+50
bludgeoning damage. In the next 15 feet, target takes 45
5d8+25
bludgeoning damage. If the target hits a wall at any point, they must make a Constitution saving throw (DC 19). On success, nothing happens. On fail, they fall prone.
On initiative count 20 (losing ties) Yria takes a liar action. The lair action cannot be the same twice in a row.
1: cast Sunburst anywhere in the lair.
2: Yria calls down a cylinder 10 feet wide and extending from the floor 50 feet into the air of any of the following magical types. Any character that starts their turn or enters the cylinder must make a Dexterity saving throw. On a failed save, the character takes 45 5d12+10 of that elemental type. The cylinder lasts until the next lair action and can be any of the following types: cold, fire, radiant, lightning, acid, poison.
3: Yria casts Simulacrum. This spell works as listed with minor changes. There can only be one simulacrum at a time, but using this action while another simulacrum is still active restores 15 hit points to the current simulacrum. Yria can control this simulacrum telepathically as a bonus action. Once the simulacrum is destroyed, this action cannot be cast until the following day. The simulacrum lasts until Yria dispels it as an action or it is reduced to 0 hits points.
Yria's Lair is a temple dedicated to her. Her followers offer constant tributes and decorate the walls with pictures of her
The region containing Yria has the following effects:
1: Good-aligned players notice what they need easier. They have a +3 to Wisdom (Perception) and Intelligence (Investigation) checks within 1 mile of Yria's lair.
2: Evil-aligned players have a harder time finding what they need. They have a -3 to Wisdom (Perception) and Intelligence (Investigation) checks within 1 mile of Yria's lair.
3: Weather around Yria's lair conforms to the needs of the Good-aligned entities within 3 miles of Yria's lair. This spell functions as a passive variation of Control Weather. The weather is always "in season". That is to say, in summer it is warm, in winter it is cold, etc. Any forced changes to the weather within this area of effect must make a DC 23 saving throw, or the spell slot is wasted and the spell has no effect.
The mother of all dragons. Yrio's lover. Gave birth to Bahamut and Tiamat, and the first metallic and chromatic dragons.