Huge Fiend, Chaotic Evil
Armor Class 23 (natural armor)
Hit Points 513 (23d20 + 161)
Speed 50 ft., Swim 60 ft.
STR
28 (+9)
DEX
16 (+3)
CON
26 (+8)
INT
17 (+3)
WIS
15 (+2)
CHA
20 (+5)
Saving Throws DEX +10, CON +15, WIS +9, CHA +12
Skills Intimidation +10, Perception +16, Stealth +9
Damage Immunities Acid
Condition Immunities Charmed
Senses Blindsight 60 ft., Darkvision 120 ft., Truesight 60 ft., Passive Perception 28
Languages Abyssal, Common, Draconic
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

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

Acidic Blood.  Due to the acidic nature of the Black King’s blood if a creature hits with more than two melee attacks in a row on the Black King they take 14 (3d6) acid damage. 

Actions

Multiattack. The Black King can use its Dreadful Gaze. It then makes three attacks: one with its tail and two with its claws.

Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 20 (2d10 + 10) piercing damage plus 11 (3d8) acid damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Dreadful Gaze. Each creature of the Black King's choice that is within 120 feet of the Black King and aware of it must succeed on a DC 21 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 Black King's Dreadful Gaze for the next 24 hours.

Bile. (Recharge 5–6). The Black King regergitates acid in a 60-foot cone. Each creature in that cone must make a DC 24 Dexterity saving throw, taking 73 (18d8) acid damage on a failed save, or half as much damage on a successful one. On each affected creature's next turn they must make a DC 21 Constitution saving throw, taking 46 (8d8) acid damage on a failed save, or half as much on a successful one.

Legendary Actions

The Black King 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.

Claw Attack. The Black King makes a claw attack.

Stomp Attack (Costs 2 Actions). The Black King stomps the ground. Each creature within 20 feet of the Black King must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 10) bludgeoning damage and be knocked prone.

Description

Once a great black dragon the Black King sold its soul to the abyss. Mutating into a huge fiendish creature, his blood lust grew. Wanting nothing more than to see the world in ruin he slaughtered millions. His ruthlessness has become legendary.

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.

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.

If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days.

Habitat: Swamp

Grepinso

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