Gargantuan Undead, Chaotic Evil
Armor Class 21 (natural armor)
Hit Points 408 (24d20 + 156)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
24 (+7)
DEX
16 (+3)
CON
27 (+8)
INT
21 (+5)
WIS
18 (+4)
CHA
22 (+6)
Saving Throws DEX +10, CON +15, WIS +11, CHA +13
Skills Perception +16, Stealth +9
Damage Vulnerabilities Radiant
Damage Resistances Bludgeoning, Cold, Piercing, Slashing
Damage Immunities Acid, Necrotic
Condition Immunities Exhaustion, Frightened, Grappled
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Common, Draconic, Infernal
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Amphibious. Button can breathe air and water.

Legendary Resistance (3/Day). If Button fails a saving throw, she can choose to succeed instead.

Spellcasting. Button is a 15th-level spellcaster. Her Spellcasting abilty is intelligence (spell save DC 20, +12 to hit with spell attacks). Button has the following warlock spells prepared:

Cantrips (at will): Chill Touch, Mage Hand, Poison Spray, Prestidigitation, Toll the Dead

1st level (4 slots): Charm Person, Expeditious Retreat, Hex, Witch Bolt

2nd level (3 slots): Hold Person, Ray of Enfeeblement, Suggestion

3rd level (3 slots): Counterspell, Fear, Vampiric Touch

4th level (3 slots): Banishment, Hallucinatory Terrain, Sickening Radiance

5th level (2 slots): Negative Energy Flood, Summon Draconic Spirit

6th level (1 slot): Scatter

7th level (1 slot): Finger of Death, Power Word Pain

8th level (1 slot): Abi-Dalzim's Horrid Wilting

 

Actions

Multiattack. Button can use her Frightful Presence. She then makes three attacks: one with her bite and two with her claws.

Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 24 (3d10 + 8) piercing damage plus 11 (2d10) acid damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of Button's choice that is within 120 feet of her and aware of her must succeed on a DC 20 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 button's Frightful Presence for the next 24 hours.

Acid Breath (Recharge 5–6). Button exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Button 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. Button regains spent legendary actions at the start of her turn.

Detect. Button makes a Wisdom (Perception) check.

Tail Attack. Button makes a tail attack.

Wing Attack (Costs 2 Actions). Button beats her wings. Each creature within 20 feet of her must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Button can then fly up to half her flying speed.

Description

One of the most powerful servants of the goddess Tiamat, Button is a dangerous threat despite her harmless-sounding name. Several centuries old, she has a vast array of minions who also worship the Dragon Queen, with many mages, warriors, and kobolds under her rule. She is on a mission to retrieve the Ruinstone for her goddess, a mighty magic item which would only strengthen her evil power; however, she was slain by a noble group of adventurers who sought to defend the world from Tiamat. In time, she was revived as a dracolich in a dark ritual to Tiamat, which involved the sacrifice of several kobold followers. Despite her half-rotten flesh, torn up wings, and the right half of her face being permenantly scarred by a powerful fireball, Button is more powerful, dangerous, and determined than ever to serve her queen. 

Lair and Lair Actions

Black dragons dwell in swamps on the frayed edges of civilization. A black dragon’s lair is a dismal cave, grotto, or ruin that is at least partially flooded, providing pools where the dragon rests, and where its victims can ferment. The lair is littered with the acid-pitted bones of previous victims and the fly-ridden carcasses of fresh kills, watched over by crumbling statues. Centipedes, scorpions, and snakes infest the lair, which is filled with the stench of death and decay.

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 (3d10) 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 (3d10) 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’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.

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

Habitat: Swamp

Nathaniel_812

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