Burning. The dragon can breathe air and fire.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) fire damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Fly. Whenever this horrible dragon decides that his opponent is not worth a fight, he will fly over his opponent raining fire over and over until they die. This attack makes death unavoidable, has his fire of calamity will cause any creature that is not immune to become incapacitated. Only the dragonslaying greatbow of Gough can bring this creature down. Permanently.
Flame of Calamity (Recharge 3). The dragon exhales fire in a 25-foot cone that ends at 10 feet wide. Each creature in that cone must make a DC 18 Dexterity saving throw, taking 54 (12d8+4) fire damage on a failed save, or half as much damage on a successful one.
Leaping blaze. When Kalameet takes more than 20 damage from any one melee attack, he will jump completely over the attacker for 50 ft, then spin around and send a blast of fire at his target. The target must make a dexterity save(DC 16) or take (3d12+2) fire damage.
The dragon can take 5 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, to see through all invisibility and stealth.
Tail Attack. The dragon makes a tail attack for (2d8+4) bludgeoning damage.
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.
Gaze of Calamity. Kalameet wields a power, contained in his blazing third eye, that makes him a truly fearsome opponent. If this dragon sees you as a threat, he will raise his wings and look directly at you with all three eyes, raising you off the floor with a mixture of fire and psychic powers. If you do not make a constitution save(DC 22) then you will take double damage from all attacks for 6 hours.
Description
When the Forces of Anor Londo went to battle against the dragons, led by Gwyns personal knights and Havel the Rock, the greatbows and lightning spears almost out the dragons to extinction. Almost. For there was a great black dragon that would destroy any army in his path with flame and the power of calamity. It is said that even the grand armies of Anor Londo would not dare provoke his wrath. Only a powerful undead knight could take him down, and he required Hawkeye Gough to shoot him out of the sky first.
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.
- A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon 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 must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage.
- 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.
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