Legendary Resistance (3/Day). If Ebondeath fails a saving throw, he can choose to suceed instead.
Magic Resistance. Ebondeath has advantage on saving throws against spells and other magical effects.
Turn Resistance. Ebondeath has advantage on saving throws against any effect that turns undead.
Multiattack. Ebondeath can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws.
Bite. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) necrotic damage.
Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 4 (1d8) necrotic damage.
Tail. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Frightening Presence. Each creature of Ebondeath's choice that is within 120 feet of the dragon and aware of him must make a DC18 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 Ebondeath's Frightful Presence for the next 24 hours.
Shadow Breath (Recharge 5-6). Ebondeath exhales a stream of caustic shadow in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage dies. .
Ebondeath can take 3 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 creatures turn. Ebondeath regains spent legendary actions at the start of his turn.
Detect. Ebondeath makes a Wisdom (Perception) check.
Tail Attack. Ebondeath makes a tail attack.
Wing Attack (Costs 2 Actions). Ebondeath beats his wings. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. Ebondeath can then fly up to half his flying speed.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count 20 (losing initiative ties), Ebondeath takes a lair action to cause one of the following effects; Ebondeath can’t use the same effect two rounds in a row:
- Until initiative count 20 on the next round, creatures within 30 feet of Ebondeath can't regain hit points.
- A cloud of swarming insects fills a 20-foot-radius sphere centred on a point Ebondeath chooses within 120 feet of him. The cloud spreads around corners and remains until Ebondeath dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears or that ends their turn there must make a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much on a successful one.
- Magical darkness spreads from a point Ebondeath chooses within 60 feet of him, filling a 15-foot radius sphere until Ebondeath dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with Darkvision can't see through this darkness, and nonmagical lights can't illuminate it. If any of the effects area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
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