High Fliers. The dragon can breathe in any area that has an amount of air, no matter how thin. It can hold it's breath for up to ten minutes at a time.
Onyx Scales. If the dragon would be subjected to an attack or effect that deals necrotic damage, roll 1d100. On a 30 or less, the attack continues as normal. On a 31 or higher, the attack fails to effect the dragon. On a 80-100, the attack is redirected at the target.
Night Hunter. While in dim light or darkness, attacks against the dragon have disadvantage. In addition, any hit you score against a creature that is surprised is a critical hit, including your breath weapon.
Multiattack. The dragon makes three attacks: one with its bite and two with its tail.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 7) piercing damage plus 4 (1d8) necrotic damage.
Tail. Melee Weapon Attack: +12 to hit, reach 5ft, one target. Hit. 1d12+7 bludgeoning damage.
Cloud Breath (Recharge 5-6). The dragon exhales black clouds in a 60-foot cone. Each creature in that line must make a DC 18 Dexterity saving throw, taking 49 (12d8) necrotic damage on a failed save, or half as much damage on a successful one. Creatures who take damage from this breath do half damage with strength based attacks, until the end of your next turn.
Bolster (3/day). The dragon gains 20 temporary hit points.
Previous Versions
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Coming Soon
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