Gargantuan Dragon, Chaotic Evil
Armor Class 22 (natural armor)
Hit Points 367 (21d20 + 147)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
27 (+8)
DEX
14 (+2)
CON
25 (+7)
INT
16 (+3)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws DEX +9, CON +14, WIS +9, CHA +11
Skills Perception +16, Stealth +9
Damage Vulnerabilities Fire
Damage Immunities Cold
Condition Immunities Blinded
Senses Darkvision 120 ft., Passive Perception 26
Languages Common, Draconic
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

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: 1d20+15 to hit reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus Hit: 9 (2d8) cold damage

Claw. Melee Weapon Attack: 1d20+15 to hit. reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage

Tail. Melee Weapon Attack: 1d20+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.

Abyss Breath (Recharge 5–6)

The dragon exhales black fog 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)  cold damage on a failed save and is blinded, or half as much damage on a successful one.

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.

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.

Lair and Lair Actions

Abyssal dragons dwell in the void on the frayed edges of the prime material plane. An Abyssal dragon’s lair is a void collected area of land where a low bearing black fog covers the ground. Small creatures are plinded while in the fog. To clear the fog, celestial light is the only thing that can be used without going out.

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:

  • 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 has low bearing black fog covering the ground. No plant life can live here.
  • Water sources within 2 miles of the lair is frozen over from the immense drop in the temperature.

If the dragon dies, effects of the lair will disapate within 1d10 days and plant life will return within 2d20 days.

DarthStrax

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