Amphibious. Voaraghamanthar can breathe air and water.
Draconic Resilience. For the purposes of calculating Voaraghamanthar's hit point maximum, his hit dice are counted as having the highest number possible.
Innate Spellcasting. Voaraghamanthar’s innate spellcasting ability is Charisma (spell save DC 19). Voaraghamanthar can innately cast the following spells, requiring no material components:
1/day each: counterspell (at 5th level), disintegrate, greater invisibility, teleport
Legendary Resistance (3/Day). If Voaraghamanthar fails a saving throw, he can choose to succeed instead.
Special Equipment. Voaraghamanthar wears a brooch of shielding and a ring of telekinesis.
Twined Telepathy. When Voaraghamanthar is within 5 miles of his brother, Waevaerendor, they can communicate telepathically.
Multiattack. Voaraghamanthar can use his Frightful Presence. He then makes three attacks: one with his bite and two with his 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, and the target must make a DC 23 Strength saving throw or be knocked prone.
Frightful Presence. Each creature of Voaraghamanthar's choice that is within 120 feet of Voaraghamanthar and aware of him 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 Voaraghamanthar's Frightful Presence for the next 24 hours.
Acid Breath (Recharge 5–6). Voaraghamanthar 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.
Voaraghamanthar 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. Voaraghamanthar regains spent legendary actions at the start of his turn.
Detect. Voaraghamanthar makes a Wisdom (Perception) check.
Tail Attack. Voaraghamanthar makes a tail attack.
Wing Attack (Costs 2 Actions). Voaraghamanthar beats its wings. Each creature within 15 feet of Voaraghamanthar 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.
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 Voaraghamanthar 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 Voaraghamanthar chooses within 120 feet of him. The cloud spreads around corners and remains until he 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 Voaraghamanthar chooses within 60 feet of him, filling a 15-foot-radius sphere until he 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.
- Voaraghamanthar rolls a d6. On a 6, he recharges his breath weapon action.
- Glowing magical energy swirls across Voaraghamanthar's scales, granting him resistance to bludgeoning, piercing, and slashing damage until initiative count 20 on the next round.
- Voaraghamanthar chooses a point on the ground it can see within 120 feet of him. A 20-foot-radius, 20-foot-high cylinder of watery filth centered on that point erupts from the ground until initiative count 20 on the next round. Each creature in the cylinder when it appears or that ends its turn there must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. The cylinder is difficult terrain.
- Tendrils of roiling muck extend from the dragon's lair to grasp up to three creatures of the Voaraghamanthar's choice that it can see within the lair. A targeted creature must succeed on a DC 15 Strength saving throw or be restrained until initiative count 20 on the next round.
- A bubble of swamp gas erupts in a 20-foot-radius sphere centered on a point Voaraghamanthar can see within his lair. Each creature in the area must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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. - Creatures that spend a year within 10 miles of the dragon's lair are filled with listless despair.
- 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.
- Stinging bugs are aggressive and the air is heavy with the odor of rot within 6 miles of the lair.
If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days.







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