Gargantuan Dragon, Chaotic Evil
Armor Class 24 (natural armor)
Hit Points 504 (28d20 + 150)
Speed 40 ft., climb 40 ft., fly 80 ft.
STR
28 (+9)
DEX
15 (+2)
CON
26 (+8)
INT
17 (+3)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws DEX +9, CON +15, WIS +10, CHA +12
Skills Perception +8, Stealth +8
Damage Immunities Fire, Necrotic; Bludgeoning, Piercing, and Slashing that is Nonmagical
Condition Immunities Charmed, Frightened, Grappled, Restrained
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 28
Languages Common, Draconic
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Living Shadow. While in dim light or darkness, the dragon has resistance to damage that isn’t force, psychic, or radiant.

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

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

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

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (4d10 + 10) piercing damage plus 3 (4d8) necrotic damage.

Claw. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 13 (4d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (4d10 + 10) bludgeoning damage.

Shadow Breath (Recharge 4–6). The dragon exhales shadowy fire in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 56 (16d6) 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.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

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 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (4d8 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and 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:

  • The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the dragon uses this lair action again or until the dragon dies.

  • A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.

  • Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round.

  • 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:

  • Thunderstorms rage within 6 miles of the lair.

  • Rodents and birds within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator.

  • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.

  • Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon’s lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.

  • Gems and pearls within 1 mile of the dragon’s lair sparkle and gleam, shedding dim light in a 5-foot radius.

Previous Versions

Name Date Modified Views Adds Version Actions
6/22/2022 9:52:44 AM
1
0
--
Coming Soon
6/22/2022 9:57:08 AM
0
0
2.0
Coming Soon
7/5/2022 5:35:15 PM
5
0
2.1
Coming Soon
7/12/2022 10:43:49 AM
8
0
3.0
Coming Soon
8/14/2022 12:07:50 AM
11
0
3.1
Coming Soon

Monster Tags: Demon Lord

Habitat: Underdark

Swampthing870

Comments

Posts Quoted:
Reply
Clear All Quotes