Huge Aberration, Chaotic Evil
Armor Class 19 (natural armor)
Hit Points 195 (20d12 + 85)
Speed 40 ft., Fly 80 ft.
STR
23 (+6)
DEX
14 (+2)
CON
21 (+5)
INT
14 (+2)
WIS
13 (+1)
CHA
18 (+4)
Saving Throws DEX +8, CON +11, WIS +7, CHA +10
Skills Perception +11, Stealth +7
Damage Resistances Necrotic, Poison
Damage Immunities Acid, Force; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Abyssal, Common, Draconic
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Shadewing Core (Mythic Trait; Recharges after a Short or Long Rest). When Aldrononth is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, the damage Tears open the void touched flesh to reveal an unending dark form. Aldrononth recieves 200 temp hp. If it finishes a  long rest, the flesh repairs itself. Aldrononth dies once their shadowy core is destroyed.

Unusual Nature. 

Aldrononth has advantage on saving throws against being poisoned

Aldrononth doesn't need to eat, drink, or breathe.

Aldrononth is immune to disease.

Aldrononth doesn't need to sleep, and magic can't put them to sleep.

Probing Telepathy. If a creature communicates telepathically with Aldrononth, the void touched learns the creature's greatest desires if Aldrononth can see the creature.

Innate spell casting. Aldrononth's spellcasting ability is Charisma (spell save DC 16). The dragon can innately cast the following spells, requiring only verbal components: At will: blink 3/day each: dispel magic, counterspell, invisibility, dimension door 

Antimagic cone. Aldrononth's central eye cluster creates a 60ft cone of antimagic as in the antimagic field spell

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

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its claws and two with its tentacles.

Devour. Devour. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 45 (10d8) necrotic damage. The target is devoured and consumed by the void within Aldrononth's mouth if this damage leaves the creature with 0 hit points. 

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tentacle. 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.

Void Breath (Recharge 5–6). The dragon exhales corrupting darkness 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) necrotic damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Command annihilation. If a sphere of annihilation is within 40 feet of Aldrononth, he can use a bonus action to move it 10 feet.

Reactions

wormhole. When the dragon is hit by a ranged attack, it can create a small rift in space to increase its AC by 3 against that attack. If the attack misses because of this increase, the dragon can choose a creature within 30 feet to become the new target for that attack. Use the original attack roll to determine if the attack hits the new target.

Pivot Gaze. The dragon can attempt to turn into antimagic gaze to catch someone casting a spell, Aldrononth must make a contesting dex save against the target they are trying to catch. The target can use any applicable skill to contest Aldrononth 

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 (Perception) check.

Tentacle. The dragon makes a tentacle attack.

conjure echoes (Costs 3 Actions). 1d6 specters are conjured within 30 feet of Aldrononth

Description

If Aldrononth’s mythic trait is active, it has the following abilities.

Embassary of Darkness. While in dim light Aldrononth gains the invisible comdition.

Corrupting form. Any nonmagical weapon made of metal or wood that hits Aldrononth corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to Damage Rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical Ammunition made of metal or wood that hits Aldrononth is destroyed after dealing damage.

Shadow Step. Aldrononth can cast misty step at will

Lair and Lair Actions

Aldrononth resides in the pocket dimension known as the void, a place of nothing yet everything. Echo's of memories persist here and peoples consciousnesses can fractal into one thousand beings. There is no external light in the void, light in the void is reduced by one level. bright light is dim light and dim light is nothing.

LAIR ACTIONS

On initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row:

• The dragon negates natural gravity within its lair. Creatures drift 10 feet away from the ground over the course of a round and are restrained. Flying creatures can move at half speed, unless they have the (hover) tag or use magical flight, in which case they move normally. This effect persists until initiative count 20 on the following round.

• Aldrononth can target up to 6 creatures. Each target must make a charisma saving throw (DC: 13) on a fail Aldrononth warps them up to 400 feet away

• The dragon rips the fabric of space, forcing two creatures it can see within 120 feet of it to suddenly exist in the same place. Space itself repels the creatures to their original positions. Each creature takes 16 (3d10) force damage and is knocked prone, or takes half as much damage and is not knocked prone with a successful DC 15 Strength saving throw.

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.

Previous Versions

Name Date Modified Views Adds Version Actions
9/3/2021 5:41:02 PM
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