Huge Dragon, Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 200 (18d12 + 85)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR
24 (+7)
DEX
12 (+1)
CON
20 (+5)
INT
8 (-1)
WIS
8 (-1)
CHA
8 (-1)
Saving Throws DEX +7, CON +11, WIS +5, CHA +5
Skills Perception +11
Damage Immunities Acid, Necrotic, Poison
Condition Immunities Charmed, Frightened
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 20
Languages Common For Evil Monologue, Draconic For Creepy Monologue, Telepathy 120 ft
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Amphibious. The dragon can breathe air and water.

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

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes five attacks: one with its bite and one for each on it's claws with its claws.

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

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid 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 18 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.

Acid Breath (Recharge 5–6). The dragon exhales acid 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) acid damage on a failed save, or half as much damage on a successful one.

Create Undead Army (5 Day Recharge). The Dragon chooses up to three hundred corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under its control. (The GM has game statistics for these creatures.)

As a bonus action on each of it's turns, it can mentally command any creature it animated with this spell if the creature is within 120 feet of it (if it controls multiple creatures, the Dragon can command any or all of them at the same time, issuing the same command to each one). It can decide what action the creature will take and where it will move during its next turn, or it can issue a general command, such as to guard a particular chamber or corridor. If it issue's no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The Zombies can not be told to go within a mile of where the dragons hollow actually is, out of the fear they felt for it in life.

The creature is under the Dragons control for 1 year, after which it stops obeying any command it has given it. To maintain control of the creature for another year, it must cast this spell on the creature before the current 1 year period ends. This use of the spell reasserts your control over up to three hundred creatures you have animated with this spell, rather than animating new ones.

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.

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 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. 

Cloud Kill. The Dragon exhales a 40-foot-radius sphere of poisonous, yellow-green fog centered on a point it chooses within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.

When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 7d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

The fog moves 10 feet away from the Dragon at the start of each of its turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

Life Leeching Bite. (Recharge 5-6) The Dragon makes a bite attack at a creature it chooses. On a hit the creatures hit point maximum is reduced by an amount equal to the necrotic damage taken, and the Dragon regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Lair and Lair Actions

Black dragons dwell in swamps on the frayed edges of civilization. A black dragon’s lair is a dismal cave, grotto, or ruin that is at least partially flooded, providing pools where the dragon rests, and where its victims can ferment. The lair is littered with the acid-pitted bones of previous victims and the fly-ridden carcasses of fresh kills, watched over by crumbling statues. Centipedes, scorpions, and snakes infest the lair, which is filled with the stench of death and decay. Various kinds of zombies and skeletons litter the area, wandering around and acting as a first layer of defense for the dragon.

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:

  • Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
  • A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage.
  • Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

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.
  • Zombies and Skeletons of the Dragons old victims litter the area, attacking anyone they see and acting as a early warning. Though they do not go within a mile of the dragon, out of residual fear that they feel even after death.

If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days.

Habitat: Swamp

ErdenHolimion

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