Huge Dragon, Unaligned
Armor Class 25 (natural armor)
Hit Points 287 (22d12 + 144)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
28 (+9)
DEX
10 (+0)
CON
26 (+8)
INT
15 (+2)
WIS
14 (+2)
CHA
21 (+5)
Saving Throws DEX +6, CON +14, WIS +8, CHA +11
Skills History +14, Perception +13, Stealth +6
Damage Immunities Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 60 ft., Darkvision 120 ft., Truesight 120 ft., Passive Perception 23
Languages All
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Minor Reflective Carapace. Any time the Obsidian Dragon is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d10. On a 1 to 5, the Obsidian Dragon is affected. On a 6 to 9, the Obsidian Dragon is unaffected. On a 10, the Obsidian Dragon is unaffected, and the effect is reflected back at the caster as though it originated from the Obsidian Dragon, turning the caster into the target.

Crystalline Magic. All attacks are made by the dragon are considered magical.

Protection From Evil. The dragon takes half damage from all evil aligned creatures. 

Igneous. If the dragon is reduce below half health it begins to leak lava. Every creature that starts its turn within 30 ft of the dragon takes 4d6 fire damage. While the dragon is under half health its melee attacks deal an extra 4d10 fire damage. 

Actions

Multiattack. The dragon can use its shining radiance. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8)  piercing damage plus 7 (2d6) fire damage.

Claw. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Shining Radiance. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become blinded 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 Shining Radiance for the next 24 hours.

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.

Fire Breath. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Obsidian Breath (only when Igneous is active). The dragon exhales lava in a 70-foot cone. Each creature in that area must make a DC 21 dexterity saving throw, on a failed save they take 55 (10d10) damage and are covered in lava. While coved in lava they take 36 (8d8) fire damage on the start of each of their turns. As an action a creature or a creature within 5 ft can remove that lava. On a successful save they take half damage and are not covered in lava. 

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

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 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 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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:

  • Obsidian pillars rises from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius pillar. Each creature within 5 feet of the obsidian pillar must make a DC 15 Dexterity saving throw, taking 21 (6d6) piercing damage on a failed save, or half as much damage on a successful one.
  • A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.

Regional Effects

The region containing a legendary Obsidian dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Small fissures of lava appear within a mile of the lair.
  • Black jagged rocks of stone and obsidian jut out of the ground.
  • Clear crystals within 1 mile of the dragon’s lair form portals to Limbo, allowing creatures of Limbo into the world to dwell nearby.

If the dragon dies, these effects fade over the course of 1d10 days.

Habitat: HillMountain

Dapper_Man

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