Legendary Resistance (4/Day). If Kalameet fails a saving throw, it can choose to succeed instead.
Touch of the Abyss (Mythic Trait; Recharges after a Short or Long Rest). When Kalameet is reduced to 0 hit points, he doesn't die or fall unconscious. Instead, she regains 500 hit points. In addition, all of Kalameet's attacks deal an additional 4d10 necrotic damage.
Frightful Presence. Each creature within 120 feet of Kalameet and aware of it must succeed on a DC 25 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 Kalameet's Frightful Presence for the next 24 hours.
Multiattack. Kalameet can use its Frightful Presence. It then makes four attacks: one with its bite, two with its claws, and one with its tail.
Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.
Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail Attacks. Kalameet has two tail attacks, Tail Smash, and Tail Sweep (recharge 5-6), both are interchangeable.
Tail Smash. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Tail Sweep (Recharge 5-6). Melee Weapon Attack: +19 to hit. Kalameet makes a Tail Sweep, a 20 foot long, 180 degree arc, from whichever direction he chooses. He makes a melee attack against each character that's in the area. On a hit, targets take 74 (8d10+30) bludgeoning damage. Targets that are hit must also make a DC 26 Strength saving throw or be flung 30 feet away from Kalameet, landing prone. The targets must also make a DC 26 Consitution Saving throw or be stunned for 1d4 rounds. At the end of each of its turns, the target can make another Consitution saving throw. On a success, the effect ends on the target.
Breath of Fire (Recharge 5–6). Kalameet uses one of his breath weapons. Unlike the fire of other dragons, Kalameet's fire glows black, betraying its dark magic origins.
Strait Flame. Kalameet exhales fire in a 150-foot 10 feet wide line. Each creature in that area must make a DC 26 Dexterity saving throw or take 60 (17d6) fire damage and 60 (17d6) necrotic damage on a failed save, or half as much damage on a successful one.
Sweeping Flame. Kalameet exhales fire in a 90-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw or take 60 (17d6) fire damage and 60 (17d6) necrotic damage on a failed save, or half as much damage on a successful one.
Flame Feint (Recharge 5-6). Kalameet lunges past the targets in front of him, moving 40 feet without provoking an attack of opportunity, and turns around immediately, breathing a 60-foot cone of flame towards the targets. Targets within his lunging path must make a DC 26 Dexterity saving throw or take 45(10d6+10) bludgeoning damage on a failed save, or half as much on a successful one. Kalameet then proceeds to breathe fire on a 60-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw or take 60 (17d6) fire damage and 60 (17d6) necrotic damage on a failed save, or half as much damage on a successful one.
Kalameet can take 4 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. Kalameet regains spent legendary actions at the start of its turn.
Tail Attack. Kalameet makes a tail attack.
Multiattack (Costs 4 Actions). Kalameet takes the Multiattack action.
Rising Inferno (Costs 3 Actions). He will fly upwards 40-feet into the air and hover, before breathing fire directly below him. Each creature in a 60-foot circle must make a DC 26 Dexterity saving throw or take 60 (17d6) fire damage and 60 (17d6) necrotic damage on a failed save, or half as much damage on a successful one. He can then use half of his fly speed.
Hellfire Sweep (Costs 3 Actions, at the start of the first round). Kalameet flies overhead and bathes the entire area in flame, dealing 60 (17d6) fire damage and 60 (17d6) necrotic damage to everyone. Each creature must make a DC 26 Dexterity saving throw taking that damage on a failed save, or half as much damage on a successful one. He then lands at any spot that he chooses.
Mark of Calamity (Costs 3 Actions). If a target is engaged in melee against Kalameet for more than 1 round, and the target is facing Kalameet's head, he then uses this legendary action. He will rise on his hind legs while the crest on his head glows intensely and produces a high-frequency noise. The target must make a DC 26 Charisma saving throw or take 53 (15d6) psychic damage and be brandished with the Mark of Calamity for 60 seconds. During this period, the target takes twice the amount of damage from Kalameet. The target is also thrown 30 feet back and lands prone. If the target makes the save, they only take half the damage from the attack and aren't marked by the Mark of Calamity.
Wing Attack (Costs 2 Actions). Kalameet beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
If Kalameet's mythic trait is active, it can use the options below as legendary actions for 1 hour after using Touch of the Abyss.
Rising Inferno (Costs 2 Actions). He will fly upwards 40-feet into the air and hover, before breathing fire directly below him. Each creature in a 60-foot circle must make a DC 26 Dexterity saving throw or take 60 (17d6) fire damage and 60 (17d6) necrotic damage on a failed save, or half as much damage on a successful one. He can then use half of his fly speed.
Mark of Calamity (Costs 2 Actions). If a target is engaged in melee against Kalameet for more than 1 round, and the target is facing Kalameet's head, he then uses this legendary action. He will rise on his hind legs while the crest on his head glows intensely and produces a high-frequency noise. The target must make a DC 23 Charisma saving throw or take 53 (15d6) psychic damage and be brandished with the Mark of Calamity for 60 seconds. During this period, the target takes twice the amount of damage from Kalameet. The target is also thrown 30 feet back and lands prone. If the target makes the save, they only take half the damage from the attack and aren't marked by the Mark of Calamity.
Multiattack (Costs 3 Actions). Kalameet takes the Multiattack action.
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