Magic Resistance. The dragon has advantage on saves against spells and magical effects
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 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.
Acid Breath (Recharge 5–6). The dragon 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.
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 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
An unholy breed between a Black Dragon and a Pit Fiend. It uses its powerful bloodline to forge power in two worlds at once, and is among the most avaricious beings in existence.
Lair and Lair Actions
This creature tends to take over entire landscapes and sometimes countries, gathering worshipers to increase their power. Taking up residence in a castle of some kind, it uses it as a stronghold to gather its hoard from tributes in the surrounding landscape.
Within 50 miles of the lair, tributes of 50 gp per person are collected on every new moon.
Within 1 mile of the lair, demons become increasingly common.
At the lair itself, the creature uses its followers and its own knowledge of the castle to trap and defeat its enemies. On Initiative Count 20, losing initiative ties, the creature can take a Lair Action, but never twice in a row. These options include:
Heal. The dragon's followers use their collective power to heal the dragon for 7d8+7 damage.
Antimagic Field. The dragon's followers set off a part of the castle's defense that turns the whole area of the castle into an Antimagic Field for 1 round.
Stun Ray. The dragon flips a switch with its tail, and a ray on the ceiling stuns an enemy of the dragon's choice for one round unless it makes a DC 17 Con save.
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