Huge Undead, Chaotic Evil
Armor Class 19 (natural armor)
Hit Points 210 (17d12 + 100)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR
25 (+7)
DEX
16 (+3)
CON
23 (+6)
INT
14 (+2)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws CON +12, WIS +8, CHA +10
Skills Perception +11, Stealth +7
Damage Resistances Necrotic, Psychic
Damage Immunities Acid, Poison
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Draconic Only languages it knew in life(Draconic)
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Amphibious. The dragon can breathe air and water.

Legendary Resistance (2/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Regeneration. The revenant regains 20 hit points at the start of its turn. If the revenant takes fire or radiant damage, this trait doesn't function at the start of its next turn. The revenant's body is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.

Rejuvenation. When the revenant's body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another corpse on the same plane of existence and regains all its hit points. A Wish spell can send the soul on its way while bodiless.

Vengeful Tracker. The revenant knows the distance to and and the direction ofany creature against which it seeks revenge, even if the creature and revenant are on different planes of existence.

Actions

Multiattack. The dragon can use its Vengeful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 7) piercing damage plus 4 (1d8) acid damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 7) bludgeoning damage.

Vengeful Presence.  The revenant can target up to 4 (1D6) creatures it can see within 60 feet of it and against which it has sworn vengeance, the target must make a DC 16 Wisdom saving throw. On a failure, the target(s) are paralyzed until the revenant deals damage to them, or until the end of the revenant's next turn. When the paralysis ends, the target is frightened of the revenant for 1 minute. The frightened target(s) can repeat this saving throw at the end of each of their turns, with disadvantage if they can see the revenant, ending the frightened condition on themselves on a success.

Acid Breath (Recharge 4). The dragon exhales acid in a 45-­foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

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 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • Pools of water that the dragon can see within 90 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
  • Magical darkness spreads from a point the dragon chooses within 45 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with dark-vision can’t see through this darkness, and non-magical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Regional Effects

The region containing a legendary black dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • The Sea bed within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, the bed thick with reeking mud.
  • Water within 1/4 mile of the lair are supernaturally fouled. Enemies of the dragon that breath such water must make DC15 Constitution saving throw, on a failed save the target suffers the poisoned condition. on a success the creature is immune to this effect for 24 hours.

If the dragon dies,  effects fade over 1d10 days.

Habitat: SwampUnderwater

Bladvack

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