Black Stone Awakening (Recharges after a Short or Long Rest). If the dragon would be reduced to 0 hit points, it breaks free of its shackles, increasing its walk speed to 60 and its fly speed to 120. Its current hit point total instead resets to 450 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the dragon can now use its Black Stone Hands action and the Outrage Legendary Action during the next hour. Award a party an additional 90,000 XP (180,000 XP total) for defeating the dragon after its Black Stone Awakening activates.
Legendary Resistance (4/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Unusual Nature. The dragon doesn't require sleep, food, or drink.
Multiattack. The dragon makes three attacks, using any combination of its Bite, Black Stone Quills, and it's Spellcasting.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 13 (3d8) psychic damage.
Black Stone Quills. Ranged Weapon Attack: +15 to hit, range 80 ft., one target. Hit: 12 (1d8 + 7) piercing damage plus 4 (1d8) psychic damage.
Spellcasting. The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 22, +14 to hit):
at-will: ray of sickness
2/day: maddening darkness
Blackfire Breath (Recharge 5–6). The dragon exhales corrupted, black fire in a 180-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw. On a failed save, the creature takes 45 (7d12) fire damage plus 39 (6d12) necrotic damage and is blinded until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t blinded.
Black Stone Hands (Black Stone Awakening Only; Recharges after a Short or Long rest). The dragon summons large stone hands at four different points within 60 ft. that it can see. The hands have 80 hit points each, and immunity to the blinded, charmed, frightened, paralyzed, petrified, and poisoned conditions. The hands share the dragon's AC, senses, ability scores, damage resistances and immunities, and saving throws, and take their turns immediately after the dragon.
On their turn, each hand can make a Bite attack, a Black Stone Quills attack, or cast a spell the dragon can cast at-will. If a hand makes a Bite attack, the attack deals bludgeoning damage instead of piercing damage.
At the end of the dragon turn, it can move each hand up to 60 feet.
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.
Bite. The dragon makes one bite attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 30 feet of it must succeed on a DC 22 Dexterity saving throw or take take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Outrage (Black Stone Awakening Only). The dragon flies up to 120 feet in a straight line, making up to two bite attacks against different creatures along the way. Once the dragon has used this action in a round, until the start of its next turn, it can only use this legendary action.
Description
The tale of the Black Stone Dragon is a twisted, tragic one. Thousands of years ago, a cult now known only as the "Dragonkin" attempted to empower an amethyst dragon egg by infusing it with a mysterious Black Stone, which was known for its necromantic properties. When the dragon hatched, its scales were a deep purple, much like a usual amethyst dragon hatchling. They quickly faded to pitch black, however, and jagged stones erupted from its snout, spine, and tail.
The Dragonkin attempted to influence the newly hatched dragon, wishing to use its power for their own. It soon became clear, however, that while the dragon retained an amethyst dragon's intelligence and cunning, it lacked the propensity for training. All it knew was rage.
The Dragonkin resigned to using the dragon solely as a guardian, as its brutal nature and unstoppable ferocity would ensure it defended its lair with its life. They shackled it in the lowest parts of their laboratory, and erected wards around it, so that they might continue their experiments without worry of danger. The dragon grew and grew, and its rage grew with it.
Very little is known of what happened to the Dragonkin. Most have never even heard of them. Most of those who have assume they died out, but faint rumors now circulate of a secretive dragon cult in the far northern reaches of the wilderness...
Lair and Lair Actions
Lair. The Black Stone Dragon's lair was once the research laboratory of a cult known as the Dragonkin. As such, it is filled with arcane and scientific instruments, many of them broken. Glass vials and unidentifiable runestones litter the floor. Jagged spikes of black stone spiderweb through the ground and up the walls. In the center, heavy metal chain restrain the dragon such that it is unable to move from it's position, but allow it just enough freedom to turn on the spot.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row:
Blackfire Ring. A flaming black ring surrounds the dragon, then expands outward. Each creature within 30 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 9 (2d8) necrotic damage.
Whispering Black Stone. The dragon causes a 30 ft. by 30 ft. section of stone floor up to 120 feet away from it to become difficult terrain for any creature other than the dragon. Any creature other than the dragon that ends its turn within the area must make a DC 22 Charisma saving throw, or roll on the short-term madness table, the effect of which lasts until the end of their next turn. The area becomes normal terrain again when the dragon uses another lair action.
Black Stone Spikes. The dragon chooses up to four creatures that it can see on the ground within 60 feet of it, and it magically causes sharp spikes made of black stone to grow in a 5 foot line toward each target. Each target must succeed on a DC 22 Dexterity saving throw or take 6 (1d10) piercing damage plus 6 (1d10) necrotic damage. The spikes are difficult terrain for creatures other than the dragon, and last until the dragon uses this action again.
Previous Versions
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Coming Soon
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