Huge Monstrosity, Unaligned
Armor Class 18 Natural Armor
Hit Points 130 (10d20 + 25)
Speed 25 ft., Climb 25 ft., Walk 25 ft.
STR
22 (+6)
DEX
20 (+5)
CON
25 (+7)
INT
12 (+1)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws STR +10, CON +11
Skills Stealth +2
Damage Vulnerabilities Cold
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire
Condition Immunities Blinded
Senses Blindsight 50 feet., Passive Perception 13
Languages Common Cannot Speak, but can understand., Draconic Cannot Speak, but can understand.
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Deep Stalker. The Black Terror can change color to be hidden within its environment and lair. Attacking will return it back to its normal black color. When hidden, any creature must succeed a Perception check of 15. Within its lair, the creature is indistinguishable from the walls, ceiling, and floor.

Galvanic Armor. The Black Terror's natural armor is imbued with electricity that courses through it, resulting in metallic contact causing a massive surge of electricity. Anybody touching the piece of metal must take 3d4 lightning damage.

Amphibious. The Black Terror can breathe air and water.

Magnificent Presence. The Black Terror is a creature of myth and fear. When within a 60-foot radius (given the creatures are aware of its presence), all creatures must make a DC 14 Wisdom saving throw and are Frightened upon failure.

Magic Resistance. The Black Terror has an advantage on saving throws against spells and other magical effects.

 

Actions

Multiattack. The Black Terror makes three attacks per turn, one with its horns, one with its mouth, and one with its tail.

Horn Charge. Melee Weapon Attack: +5 to hit, reach 20 ft., 1 target. Hit: 19 (4d6 + 5) piercing damage, plus 5 (2d4) lightning damage.

Bolt Breath. Ranged Weapon Attack: +10, range 30/90 ft., 3 targets. Hit: 15 (5d4 + 2) lightning damage. Creatures struck by the attack must succeed a DC 12 Constitution saving throw, and are Paralyzed upon failure.

Tail Strike. Melee Weapon Attack: +10 to hit, reach 20 ft., 1 target. Hit: 12 (2d6+5) bludgeoning damage.

Legendary Actions

The Black Terror can take 1 legendary action every other turn choosing from the options below, and only one at a time at the end of the Black Terror's turn.

Electrified Earth. The Black Terror imbues the ground with electric power. Any creatures within a 10-foot radius of the Black Terror, must succeed on a DC 12 Consitution saving throw, or take 5 (2d4) lightning damage.

Terrible Roar. The Black Terror lets out a shockingly vile roar, filling the air around it with electrified fog. Any creatures within a 30-foot radius of the Black Terror must succeed a DC 10 Dexterity saving throw, or their speed is halved.

Monstrous Durability. The Black Terror has survived for 1,000's of years by no accident. The Black Terror can remove any condition, except for exhaustion, at the end of its turn.

 

 

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The Black Terror is a massive black tetrapod. Its body resembles that of a komodo dragon, however, its head is much more similar to a gecko. Its body is covered from the front of its nose to the base of its tail in large black scales, that are said to be harder than diamonds. The Black Terror has one massive horn protruding from its snout, ranging from 12 to 20 feet in length. With its intimidating size, ranging from 15 to 30 feet in length, and 8 to 12 feet tall, the creature is truly a sight to behold, and can go toe to toe with some of the most fierce creatures and adventurers of the land.

Lair and Lair Actions

The lair of the Black Terror is found in caves near large mountain ranges. The Black Terror's lair is generally a large cave with one deep pool of electrified water, where its kin can grow for 1,000's of years, and it is able to allow its prey to die without much effort from the beast. The lair tends to be devoid of any other plant or animal life, due to the electrified air, making it inhospitable for creatures other than the black terror.

Regional Effects

The region containing a legendary Black Terror’s lair is [changed due to the Black Terror's electric capabilities, which creates the following effects:

  • Water within a 1/2 mile radius of the lair is tinted electric blue. Water within the actual lair is electrified. Entering the water without protection results in 1d4 [damageType]Lightning[/damageType] damage.
  • There are an increase of thunderstorms within a 1/2 mile radius of the lair

If the Black Terror dies, these effects fade over the course of 10d10 days.

Monster Tags: monstrosity

Habitat: Swamp

69Big_Thiccy_Like_Mickey69

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