Gargantuan Celestial (Any Birdfolk), Any Chaotic Alignment
Armor Class 30 (natural armor)
Hit Points 1000 (30d20 + 300)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
25 (+7)
DEX
30 (+10)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws DEX +19, CON +19, WIS +19, CHA +19
Skills Perception +16, Stealth +9
Damage Immunities Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Metal Weapons
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Common, Draconic all
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Amphibious. The Black Feather God has no need for breathing he takes his sustenance from the very fabric of the universe

Legendary Resistance (7/Day). If the Black Feather God fails a saving throw, it can choose to succeed instead.

 

Actions

Multiattack. The Black Feather God can use its Frightful Presence. It then makes 4 attacks: two 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 Black Feather God choice that is within 120 feet of the dragon and aware of it must succeed on a DC 23 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 Black Feather God Frightful Presence for the next 24 hours.

Acid Breath (Recharge 5–6). The Black Feather God 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

The Black Feather God can take 7 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

A Cross in looks between a gargantuan black dragon and a Raven he has a terrifying presence that makes even the oldest dragons wary and horrified of him. He is known among the Dragons as "The Feathered Eagle to our little mice lives". 

Among celestials he is mocked as "the one with a love for beasts". Among the Elves he is known as " The Soft Equalizer", Among the Dwarves he is only referred to as "The reason our gods remain beneath the crust"

Among the Orcs, goliaths, and giants, he is known as "Pweetty Burb God"

Lair and Lair Actions

The Black Feather God abides in the ruins of Great Lumeria picking off the Arch Magi, high preists, and godly avatars left in the city after the Isolation and defiling of the holy places there. he hunts for the good of "Beast kind" destroying all who would pose a threat to them as the city is a violent vicious breeding ground for powerful world destroying wizards. He drags all of his victims to the feet of the great monastery at the top of Mount Lumeria 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 Black Feather God 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 Black Feather God 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 The Black Feather God lair is warped by the his 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 Black Feather God leaves, vegetation remains as it has grown, but other effects fade over 1d10 days.

Monster Tags: Titan

Habitat: CoastalMountainSwamp

KeeblesaurousRex

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