Legendary Resistance (3/day). If Kalameet fails a saving throw, it can choose to succeed instead.
Multiattack.Kalameet can make four attacks: one with its bite, two with its claws, and one with its tail.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., Hit: 21 (2d10+10) piercing damage.
Black Fire (Recharge 5-6). Kalameet exhales fire in a 90-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 70 (20d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., Hit: 17 (2d6+10) slashing damage.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., Hit: 19 (2d8+10)
The Black Dragon Kalameet can take 3 legendary actions, choosing from the options below. Only one legendary actions can be used at a time and only at the end of another creature's turn. The Black Dragon Kalameet regains spent legendary actions at the start of its turn.
Detect. Kalameet makes a Wisdom (perception) check.
Wing Attack (costs 2 Actions). Kalameet beats his wings. Each creature within 15 feet must succeed on a DC 26 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. Kalameet can then fly p to half of its flying speed.
Psychic Eye (Costs 3 Actions). Kalameet's eye glows bright red and releases psychic energy. One creature must succeed on a DC 20 Wisdom saving throw or take 53 (15d6) psychic damage and be lifted and thrown back 30 feet, landing prone.
Previous Versions
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8/29/2020 5:20:27 AM
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Coming Soon
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