Legendary Resistance (6/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) psychic 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.
Psychic Storm Breath (Recharge 5–6). The dragon exhales whirling metaphysical sandstorm in a 60 cone. Each affected creature must make a DC 20 Wisdom saving throw, taking 72 (12d12) psychic damage on a failed save, or half as much damage on a successful one.
Summon Mirage. Any creature within sight must make a DC 18 WIS check or will have to roll with disadvantage against the creature.
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.
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 18 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone.
Piercing Stare. Three targets within line of sight must make a DC 20 WIS saving throw or be paralyzed for 1d4 rounds.
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
Enter a general description for your monster here.
Lair and Lair Actions
In sandy hills away from water, the sand moves with its own mind. Or does it?
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:
- Whirling Wind.
- Mirage of Memory.
- Smothering Sand.
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:
- As if preparing creatures for the mirages and blurs, all spaces within 20 miles of the lair are twice as hard to transverse and it's easier to get exhaustion points.
- Wind and Storms swirl around the lair, all creatures are considered blinded and will get lost if a DC 20 Survival check is not made.
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