Amphibious. The dragon can breathe air and water.
Bolstering Presence. The dragon magically emanates life-giving energy within 30 feet of itself. Any ally of the dragon that starts its turn there regains 5 (1d10) hit points.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.
Spellcasting. The dragon is a 16th-level Simic spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The dragon has the following wizard spells prepared:
Cantrips (at will): acid splash, light, mending, poison spray, shocking grasp
1st level (4 slots): detect magic, grease, shield
2nd level (3 slots): blindness/deafness, enlarge/reduce, hold person, misty step
3rd level (3 slots): counterspell, dispel magic, haste, protection from energy
4th level (3 slots): confusion, conjure minor elementals, polymorph
5th level (2 slots): cone of cold, creation, hold monster
6th level (1 slot): move earth, wall of ice
7th level (1 slot): prismatic spray
8th level (1 slot): control weather
Multiattack. The dragon 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.
Acid Breath (Recharge 5–6). The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.
Summon Hybrids (2/Day). The dragon magically calls 2d4 category 1 krasis, 1d4 category 2 krasis, 1 category 3 krasis or 1 half-dragon with a challenge ratting equal to 1d8 + 1. The called creatures arrive in 1d4 rounds, acting as allies of the dragon and obeying its spoken commands. The creatures remain for 1 hour, until the dragon dies, or until the dragon dismisses them as a bonus action.
Alter Shape. The dragon magically transforms into a biomancer and retains its alignment, damage and condition immunities, hit points, and Hit Dice, as well as its Intelligence, Wisdom, and Charisma scores. This transformation ends if the dragon is reduced to 0 hit points or if it uses another bonus action to end it.
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.
Cast a Spell (Costs 2 Actions). The dragon uses Spellcasting.
Description
Lair and Lair Actions
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:
- Pools of water 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 pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
- A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing 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 (3d6) piercing damage.
- 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 biomancer’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 traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.
- Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.
- Fog lightly obscures the land within 6 miles of the lair.
- Reptiles, birds, and insects within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears.
- Trilling obnoxious birds, bugs, and reptiles follow any Humanoid creatures unknown to the dragon within 6 miles of the lair, imposing disadvantage on Dexterity (Stealth) checks. The dragon can suppress this effect at will.
- Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
- Underwater plants within 6 miles of the dragon’s lair take on dazzlingly brilliant hues.
- Humanoids, Beasts, and Monstrosities that are born within 6 miles of the lair have a high likelihood of being half-dragons.
If the dragon dies, the reptiles, birds, and insects lose their supernatural link to it. changed weather reverts to normal, as described in the spell. vegetation remains as it has grown, but other effects fade over 1d10 days.
Previous Versions
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12/12/2022 12:20:54 AM
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1/3/2023 1:47:03 AM
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Coming Soon
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