Gargantuan Dragon (Gem, Half-Black Dragon, Shapechanger), Typically Chaotic Neutral
Armor Class 20 (Natural Armor)
Hit Points 780 (2d20 + 30)
Speed 60 ft., Fly 60 ft., Climb 50 ft.
STR
25 (+7)
DEX
25 (+7)
CON
25 (+7)
INT
25 (+7)
WIS
25 (+7)
CHA
25 (+7)
Saving Throws STR +16, INT +16
Damage Vulnerabilities Cold
Damage Resistances Poison
Damage Immunities Acid, Necrotic
Condition Immunities Blinded, Deafened, Petrified, Stunned
Senses Darkvision, Tremorsense, Unknown, Passive Perception 30
Languages Ignan
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

The only deities the obsidian dragons follow is the aspect of Ancalagon the Black, Ruler of the Obsidian Dragons. Often wishing to get revenge on those who have wronged him, they are a powerful group with many kobold and dragonborn cultists.

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: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 8) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d10 + 8) 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 19 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.

Bonus Actions

The dragon can cast up to 3 per its turn.

Dragon's Breath. Send shards of dagger-like obsidian towards an enemy towards you. Deals 1d10 damage on successful hit.

Cutting Edge. Next successful breath weapon attack add another d10 to your roll.

See Invisibility. The dragon is now able to see and invisible creatures around it for 2 turns.

Aura of Terror. Makes up to 2 figures roll for intimidation save.

 

Reactions

Reaction to Seducement.  On succeed against. The Obsidian Dragon would polymorph into what ever that character finds most ideal and lure them forward for an ambush.

On Loss against. The Dragon shall be generally uncomfortable and would lose 1 mythic action its next turn.

Legendary Actions

The dragon can cast up to 2 per 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 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Mythic Actions

The dragon can cast one per turn.

Black Tentacles. Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.

When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.

A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

Animated Breath. The dragons breath takes form from the shards of obsidian blades, creating something that looks like a kobold with crystals coming out of it's back entirely made out of obsidian, use of this action creates 10 kobolds. Uses kobold stat block.

Description

Appearing eerily similar to the mineral known as obsidian. It's body structure is that similar to the Ancient Black Dragon, yet glossy and slightly transparent. It's eyes are as dark and empty as it's scales. It's horns are unconnected and floating by some probable form of magic, with it's wings being some form of black leather.

Lair and Lair Actions

Living in the most unlivable locations for Dwarven folk, resulting in rarely being spotted, often lairs are located in a dormant or active volcano due to the needed sensation of warmth. Often sharing its living area with fire elementals, it often ignores smaller noises.

Lair Actions

On initiative count 2 (losing initiative ties), the Ancient Obsidian 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:

  • Summon 3 lesser fire elementals (smoke/fire mephits, or flameskulls)
  • Summon 2 medium fire elementals (fire myrmidon)
  • Summon 1 large fire elemental 

Regional Effects

The region containing a legendary [dragons name]’s lair is casting a regional effect, which creates one or more of the following effects:

  • Temperature go ups by 1d10 degrees fahrenheit.
  • Mountain/Volcano starts to act up and become more active than before.
  • Despell Magic. 120 ft all enemy magic is despelled.

If the Ancient Obsidian Dragon dies, these effects fade over the course of 2d#10days.

Previous Versions

Name Date Modified Views Adds Version Actions
2/11/2023 8:23:19 PM
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v1
Coming Soon

Habitat: Mountain

Opal_Opridrith

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