Huge Dragon, Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 175 (18d12 + 50)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR
18 (+4)
DEX
15 (+2)
CON
19 (+4)
INT
10 (+0)
WIS
12 (+1)
CHA
13 (+1)
Saving Throws DEX +5, CON +7, WIS +4, CHA +4
Skills Perception +6, Survival +5
Damage Immunities Acid, Necrotic
Condition Immunities Charmed, Frightened
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 16
Languages Draconic
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Amphibious: The dragon can breathe air and water.

Death-ProofThe dragon is resistant to Necrotic Damage

Actions

Multiattack: The dragon makes three attacks: one with its bite and two with its claws, Attack must take a turn to recharge before another use

Bite: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4. 
Constitution saving throw DC 12, if successful 1d4 acid damage, if unsuccessful  1d8 acid damage.
Target must also make a dexterity saving throw  DC 14, if unsuccessful Target is grappled,  if successful Target is not

Claw: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 4) slashing damage.

Acid Breath (Recharge 5–6): The dragon exhales acid in a 30­-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking (11d6) acid damage on a failed save, or 4d4 damage on a successful one.

necrotic breath  (recharge 5 - 6):  the dragon exhales a necrotic cloud in a 15-foot line that is 5 ft wide, staying on those tiles for 5 turns,  each creature caught within the cloud must make a DC 12 dexterity saving throw taking 8d6 necrotic damage on a failed save or no damage on a successful one.

Soul Absorption:  the dragon chooses one other creature on the battlefield up to sixty feet away. if the subject is willing the creature casting  gains  3d10 of Health taking whatever health is rolled from the willing participant. If the creature chosen is unwilling they must make a constitution saving throw DC 12, if successful the unwilling creature suffers no damage and the dragon gains no health, if unsuccessful the dragon gains 2d10 of Health draining it from the unwilling creatures Health pool.

Lair and Lair Actions

Black dragons dwell in swamps on the frayed edges of civilization. A black dragon’s lair is a dismal cave, grotto, or ruin that is at least partially flooded, providing pools where the dragon rests, and where its victims can ferment. The lair is littered with the acid-pitted bones of previous victims and the fly-ridden carcasses of fresh kills, watched over by crumbling statues. Centipedes, scorpions, and snakes infest the lair, which is filled with the stench of death and decay.

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 120 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 60 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 darkvision can’t see through this darkness, and nonmagical 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 land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.
  • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.
  • Fog lightly obscures the land within 6 miles of the lair.

If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days.

Monster Tags: undead

Habitat: Swamp

Task_Master_777

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