Amphibious. The dragon can breathe air and water.
The dragon's innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no components:
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1/day each: circle of death, telekinesis, power word stun
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
The dragon can burrow through solid rock at half its burrow speed and can choose to leave a 10-foot-diameter tunnel in its wake.
The dragon can use its Frightful Presence. It then makes two melee attacks, one with its bite and one with its claws.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) necrotic damage.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) slashing damage.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 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 the dragon's Frightful Presence for the next 24 hours.
The dragon exhales a putrid breath carrying the suffering of the damned in a 60-foot-cone. Each creature in that cone must make a DC 18 Dexterity saving throw. On a failed save, the creature takes 45 (13d6) necrotic damage and is Paralyzeduntil the end of its next turn. On a successful save, the creature takes half as much damage and isn't Paralyzed.
| The dragon can take 3 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. The dragon regains spent legendary actions at the start of its turn. | |||||
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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:
-The dragon conjures a maelstrom of 5-foot-deep water appears in a 30-foot radius centered on a point it can see within range. The point must be on the ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center..
-The dragon touches a section of stone up to 10 feet in any dimension. The dragon can form the stone into any shape that suits its purpose.
-A wall of stone springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 1 foot thick. When the wall appears, each creature in its space is pushed to either side of the wall the creature wants. Each 5-foot section of wall has AC 17, 20 hit points, vulnerability to necrotic damage, and immunity to poison and psychic damage. The wall vanishes when the dragon uses this lair action again or when the dragon dies.
Regional Effects
The region surrounding a legendary onyx dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
-Giant squids are attracted to the area within 6 miles of the lair and settle there in large numbers.
-Natural stone within 6 miles of the lair grows plentiful crystal formations and onyx gemstone veins, particularly on the depths of the sea.
-Natural stone within 6 miles of the lair becomes a conduit for the dragon’s psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no components, targeting any natural stone formation in that region.
Previous Versions
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11/10/2020 5:14:42 AM
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11/10/2020 5:24:54 AM
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11/11/2020 5:52:13 AM
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11/13/2020 11:43:41 PM
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