Huge Dragon, Chaotic Evil
Armor Class 19 (natural armor)
Hit Points 195 (17d12 + 85)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
23 (+6)
DEX
14 (+2)
CON
21 (+5)
INT
14 (+2)
WIS
10 (+0)
CHA
17 (+3)
Saving Throws DEX +8, CON +11, WIS +6, CHA +9
Skills Perception +11, Stealth +7
Damage Resistances Bludgeoning and Piercing from nonmagical attacks
Damage Immunities Acid, Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Petrified, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 17
Languages Common, Draconic
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

undead nature . The dragon does not require air,water or food

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

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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8)necrotic damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6)necrotic damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Paralyzing 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 13 Wisdom saving throw or become paralyzed 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 60-­foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (11d8) acid damage on a failed save, or half as much damage on a successful one.

necrotic breath (recharge 5-6) the dragon exhales necrotic energies in a 90 foot cone. all creatures in the cone must make a constitution saving throw (dc 20) or  take 10d8 necrotic damage and have their con score reduced by 2d4. on a success they take half damage and do not have their con score reduced.

Legendary Actions

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.

rotting claw. The dragon makes a claw attack at a creature and on a hit the target must succeed on a dc 15 constitution saving throw or not be able to heal from anything but a short or long rest for 5 rounds.

Tail Attack. The dragon makes a tail attack.

necrotic push (Costs 2 Actions). The dragon expels necrotic energy. Each creature within 10 feet of the dragon must succeed on a DC 19 constitution saving throw or take 13 (2d6 + 6)necrotic damage and be knocked prone. The dragon can then use its necrotic breath if it is not recharging.

Description

Adult zombie dragons are powerful dragons that were corrupted or reanimated by powerful dark magic.

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:

  • 3 pools of necrotic energy appear within 120 ft of the dragon, any creature other than the dragon with 50 feet of the pool takes 1d10 necrotic damage and  is drawn in 10 feet every round. every 10 feet a creature is drawn into this pool they take an extra 1d10 damage to a maximum of 5d10 necrotic damage they take this damage at the start of their turn and the pools count as difficult terrain. these pools last for 10 rounds.
  • 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 dragon 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 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 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 ground saps the strength from any creature hostile to the dragon
  • all water and food within 6 miles are rotten and spoiled and any enemy of the dragon that eats this food regurgitates it within minutes.
  • Fog lightly obscures the land within 6 miles of the lair.

If the dragon dies the  effects fade over 1d10 days.

Habitat: Swamp

nat1s_and_20s

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