Huge Dragon, Typically Lawful Neutral
Armor Class 23 Natural
Hit Points 515 (25d20 + 300)
Speed 150 ft., Walk 50 ft.
STR
25 (+7)
DEX
12 (+1)
CON
23 (+6)
INT
18 (+4)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws STR +14, CON +13, INT +11, WIS +10, CHA +12
Skills Arcana +18, Deception +36, History +26, Insight +26, Medicine +29
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Ranged Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Exhaustion, Frightened, Grappled, Poisoned
Senses Truesight, Passive Perception 28
Languages All
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Aura of Death. Creatures that first enters or starts its turn within 20ft. of the dragon cannot regain hitpoints until the start of its next turn.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Death Eater. When the dragon takes necrotic damage, it regains a number of hitpoints equal to the damage dealt.

Innate Spellcasting (3/Day). The dragon can innately cast divine word (spell save DC 26). Her spellcasting ability is Charisma.

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

Regeneration. The dragon regains 20 hit points at the start of their turn.

Unusual Nature. The dragon doesn’t require air, food, drink, or sleep.

Actions

Multiattack. The dragon can make four attacks, one with its bite, two with its claws, and one with its tail.

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.

Claw. Weapon Attack: + 19 to hit, reach 15 ft., one target. Hit: 24 (4d6 + 10) slashing damage.

Tail. Melee Weapon Attack: + 19 to hit, reach 25 ft., one target. Hit: 28 (4d8 + 10) piercing damage

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.

Cataclysmic Breath (Recharge 2). The dragon exhales a wave of ghostly purple flames in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one. A creature dies if the breath reduces it to 0 hit points. Additionally, any Medium or smaller Humanoid killed by the breath’s damage, as well as every corpse of such a creature within the cone, becomes a zombie (see the Monster Manual) under the dragon’s control. The zombie acts on the dragon’s initiative but immediately after the dragon’s turn. Absent any other command, the zombie tries to kill any non-Undead creature it encounters.

Fire Breath. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one.

Weakening Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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..

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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.

Cataclysmic Rush (Costs 2 Actions). The dragon moves up to half its flying speed without provoking opportunity attacks, carrying with it any creatures it is grappling. During this move, if it enters the space of a Medium or smaller creature, that creature takes 4 (1d8) necrotic damage. A creature can take this damage only once per turn.

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 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

A dragon of black shadows with hints of gold highlighting his body and blood red eyes. There's only one left in existence, but it's so rair to see, that it is only known as stuff of myths and legends, purely the work of fiction. However, it tends to mind its own business. Waiting for the right reason to leave its lair.

Lair and Lair Actions

Due to it not being seen, many people worship the black death shadow dragon as a god. They resurrected a temple to this being not know that underneath this temple, is the one they worship. 

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:

  • The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
  • One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon’s. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.
  • Up to 5 mimics appears within 30ft of any target created within 90 ft. of the dragon. Attacks from these mimics do necrotic damage. 

Regional Effects

The region containing a legendary gold dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon’s lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.
  • Banks of beautiful, opalescent mist manifest within 6 miles of the dragon’s lair. The mist doesn’t obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non-evil creatures in the mist, warning such creatures of the danger.
DreusDrachenkonig

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