Gargantuan Dragon, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 147 (14d12 + 56)
Speed 40 ft., Fly 20 ft., Swim 40 ft., Burrow 40 ft.
STR
20 (+5)
DEX
14 (+2)
CON
18 (+4)
INT
16 (+3)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws DEX +6, CON +8, WIS +7, CHA +8
Skills Perception +7, Persuasion +8, Stealth +10
Damage Resistances Necrotic, Poison, Psychic
Condition Immunities Charmed, Frightened, Poisoned
Senses Blindsight 60 ft., Darkvision 150 ft., Passive Perception 17
Languages Common, Draconic, Undercommon
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

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

Spellcasting (1/Spell/Day). A young or older dragon can innately cast a number of spells equal to its Charisma modifier (4). Each spell can be cast once per day, requiring no material components, and the spell’s level can be no higher than one-third the dragon’s challenge rating (3rd). The dragon’s bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus (+8). The dragon’s spell save DC equals 8 + its proficiency bonus + its Charisma modifier (16).

Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The dragon makes three attacks, in any combination of the following: one with its bite, one with its tail, and/or one to two with its claws.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) poison damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 5) slashing damage.

Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage.

Change Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it.

Shadow Breath (Recharge 5–6). The dragon exhales shadowy fire in a 60-­foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 33 (6d10) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon’s control.

Bonus Actions

Shadow Stealth. While in dim light or darkness, the dragon can take the Hide action as a bonus action.

Shadow Step (2/Day).  Twice per day, the dragon can cast the spell Misty Step as a bonus action.

 

Reactions

Opportunity Attack.

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.

Shadow of Command. The dragon releases a wave of shadowy energy around a creature within 30 feet of it that it can see. The target must succeed on a DC 16 Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If no creatures are within reach, or the target can’t take a reaction, it takes 5 (1d10) psychic damage.

Tail Attack. The dragon makes a tail attack.

Single Wing Attack (Costs 2 Actions). The dragon beats its one fully-functional wing. Each creature within 10 feet of the dragon must succeed on a DC 17 Dexterity saving throw or take 10 (1d4 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Cast a Spell (3 Actions).

Description

Long before it hatched, the dragon's egg was damaged. As a result, it only has one fully-functional wing, and its physical attacks are weakened.

Lair and Lair Actions

Deep dragons make their lairs in well-hidden caves or sunless beaches in the Underdark, and these sites are often inaccessible without the ability to fly or dive underwater. They fill their lairs with secret passages and hiding places that allow them to escape or ambush visitors if the need arises. A well-cultivated lair abounds with Underdark fungi and plants, with the floor, walls, and ceiling covered in carpets of mold and moss, or featuring larger mushrooms and plants in neatly organized displays.

The challenge rating of a legendary deep dragon increases by 1 when it’s encountered in its lair.

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:

  • Deep Torpor. The dragon casts the Slow spell, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 16). The spell ends early if the dragon uses this lair action again or if the dragon dies.
  • Mossy Sludge. The dragon conjures sludge-like moss that briefly covers surfaces in the lair. The ceiling, floor, and walls of the lair become difficult terrain until initiative count 20 on the next round.
  • Toxic Spores. The dragon fills a 20-foot cube it can see within 120 feet of itself with toxic spores. Each creature in that area must succeed on a DC 15 Constitution saving throw or take 14 (4d6) poison damage and be poisoned until the end of its next turn.

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:

  • Preservation of Knowledge. Books, letters, and any other physical forms of writing within 6 miles of the dragon’s lair become magically charged and can’t be damaged by nonmagical means.
  • Restless Sleep. When a creature finishes a long rest within 6 miles of the lair, the creature must first succeed on a DC 10 Constitution saving throw or be unable to reduce its level of exhaustion. Creatures immune to the poisoned condition are immune to this effect.
  • Dying Light. Light is diminished within 6 miles of the dragon’s lair, lightly obscuring the land in gloomy shadows. Creatures has disadvantage on Wisdom (Perception) checks that rely on sight.

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

Habitat: Underdark

Amanda_Lindsey_Neil

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