Huge Dragon, Chaotic Evil
Armor Class 20 (natural armor)
Hit Points 201 (17d12 + 85)
Speed 40 ft., Fly 80 ft., Burrow 40 ft.
STR
22 (+6)
DEX
14 (+2)
CON
21 (+5)
INT
14 (+2)
WIS
13 (+1)
CHA
17 (+3)
Saving Throws DEX +7, CON +10, WIS +6, CHA +8
Skills Perception +11, Stealth +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Lightning
Condition Immunities Charmed, Frightened
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic, Undercommon
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Lightning Storage. Whenever the dragon is subjected to lightning damage, it takes no damage and gains a use lightning bolt spell that it can use as a bonus action on its next turn. 

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

 

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing 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 16 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.

Exploding Breath (Recharge 5–6). The dragon sparks its teeth to explode a 30ft radius. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (13d8) fire damage on a failed save, or half as much damage on a successful one.

Lightning Breath (Recharge 5–6). The dragon exhales lightning in a 90-­foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one

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.

Lair and Lair Actions

Metallic Black dragons' dwell in the base of mountains or abandoned mine shafts far from of civilization. A metallic black dragon’s lair is a dismal cave, grotto, or ruin that is at completely dry, providing pits of gravel where the dragon rests. The lair is littered with the burnt bones of previous victims and the charcoal black skin of fresh kills, watched over by crumbling statues. Large bats, scorpions, and its large number of children infest the lair, which the air perpetually taste like copper and iron.

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:

  • veins of ore in the stone walls heat up and explode 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 wall must succeed on a DC 15 dexterity saving throw or be pushed up to 20 feet away and knocked prone.
  • A stalagmite charges with static energy, then an arc of blue light launches down to hit an enemy with 120ft that the dragon can see dealing 3d12 lightning damage or half as much a success,  10 (3d12) lightning 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 (3d12) piercing damage.
  • metals and diamonds cover the dragon. For 1 round, if the dragon is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the dragon is unaffected. On a 6, the dragon is unaffected, and the effect is reflected back at the caster as though it originated from the dragon, turning the caster into the target. 5th level and higher spells ignore this trait.

Regional Effects

The region containing a legendary metallic 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 forage a normal amount of metallic stones, or ores as half the ores are replaced with normal flint
  • Water sources within 1 mile of the lair are supernaturally drained.
  • any fires ignited in the area do so easily and burn hotter and brighter while in the area.

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

Habitat: MountainUnderdark

DillyTimesTwo

Comments

Posts Quoted:
Reply
Clear All Quotes