Legendary Resistance (3/Day). If the fatalis fails a saving throw, it can choose to succeed instead.
Magic Resistance. The fatalis has advantage on saving throws against spells and other magical effects.
Shifting Scales. The fatalis has three forms; black, crimson, and white. At the start of the fatalis turn its scales shift, black to crimson, crimson to white, or white to black. The Fatalis loses its breath weapon, damage immunities, and elemental damage from their bite or claw attacks and gain the benefits below of its new scale color. Breath attacks all share the same recharge.
Black Scales
- Black Fire (Recharge 5-6). The fatalis exhales a black flame in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 55 (10d10) necrotic damage plus 28 (8d6) fire on a failed save, or half as much damage on a successful one.
- Bite. attacks deal an additional 11 (2d10) necrotic damage (not included in the attack action).
- Damage Immunities. necrotic, bludgeoning
Crimson Scales
- Crimson Demons Breath (Recharge 5-6). The fatalis exhales flames mixed with necrotic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 24 Dexterity saving throw, taking 54 (12d8) fire damage plus 28 (8d6) necrotic on a failed save, or half as much damage on a successful one.
- Bite. attacks deal an additional 11 (2d10) fire damage (not included in the attack action).
- Damage Immunities. fire, slashing
White Scales
- Emperor's Roar (Recharge 5-6). The fatalis calls down a giant bolt of red lightning enveloping the area around the fatalis with a bright red glow. Each creature in a 20-foot-radius, 100-foot-high cylinder centered on the ground below the fatalis must make a DC 24 Dexterity saving throw, taking 56 (16d6) lighting damage plus 22 (5d8) fire on a failed save, or half as much damage on a successful one.
- Claw. attack deals an additional 7 (2d6) lightning damage (not included in the attack action).
- Damage Immunities. lightning, piercing
Multiattack. The fatalis can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Frightful Presence. Each creature of the fatalis's choice that is within 120 feet of the fatalis and aware of it must succeed on a DC 21 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 fatalis's Frightful Presence for the next 24 hours.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 25 (3d10 + 9) piercing damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, 20 ft., one target. Hit: 27 (4d8 + 9) bludgeoning damage.
Fireball. The fatalis exhales a fireball radius within 120 ft of its location. Each creature in a 10-foot radius Sphere centered on that point must make a DC 24 Dexterity saving throw. A target takes 31 (9d6) fire damage on a failed save, or half as much damage on a successful one.
Reaction Name. Enter the description for your action.
The fatalis 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 fatalis regains spent legendary actions at the start of its turn.
Detect. The fatalis makes a Wisdom (Perception) check.
Tail Attack. The fatalis makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the fatalis must succeed on a DC 24 Dexterity saving throw or take 19 (3d6 + 9) bludgeoning damage and be knocked prone. The fatalis can then fly up to half its flying speed.
.
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
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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