Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Celestial Ancestry. The dragon has resistance to necrotic and radiant damage.
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 (2d4) radiant 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.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 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.
Acid Breath (Recharge 5–6). The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.
The dragon 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 creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
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.
Lair and Lair Actions
Diamond dragons dwell in brilliantly smooth caves in high peaks. The lair is filled with brilliant cut gems and covered on the inside with naturally grown gems. Birds, moths, and bees infest the lair, which is filled with the the warm scent of roses.
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:
- Rocks that the dragon can see within 120 feet of it surge outward at any evil creature that enters its lair or any attackers. Any creature within a 60 foot sphere of the dragons choice must succeed on a DC 15 Dexterity saving throw or be hit by a rock, take 1d10 bludgeoning damage, and knocked prone.
- A flock of moths 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 flock is lightly obscured. Any creature in the flock when it appears must make on a DC 15 Constitution saving throw, taking 6 (2d6) 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 6 (2d6) piercing damage.
- Magical light 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 light spreads around corners. A creature with any sense except tremorsense can’t see through this darkness, and nonmagical darkness can’t deplete it. Neither can magical darkness made by a spell 2nd level or lower
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 rocks surrounding it are twice normal height and jagged rocks (of little value) poke players' feet.
- Water sources within 1 mile of the lair are supernaturally silvery. Enemies of the dragon that drink such water take 6 (2d6) damage from drinking it, whereas allies of the dragon gain 6 (2d6) HP.
- Fog lightly obscures the land within 6 miles of the lair.
If the dragon dies, rocks remains as they are, but other effects fade over 1d10 days.
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