Gargantuan Dragon, Chaotic Evil
AC 12 Natural Armor    Initiative +5 (15)
HP 589 (17d12 + 85)
Speed 40 ft., Fly 80 ft.
Mod Save
STR 30 +10 +17
DEX 20 +5 +12
CON 30 +10 +17
Mod Save
INT 4 −3 −3
WIS 15 +2 +2
CHA 4 −3 −3
Skills Athletics +15, Perception +11, Stealth −11
Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Stunned
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 17
Languages Common, Draconic
CR 22 (XP 41,000; PB +7)
Traits

● Legendary Resistances

• If the dragon fails a saving throw, it can choose to succeed instead.

 

● Arcane Replenishment

A creature within 5ft has the innate spellcasting or the spellcasting, may use it’s Action to attempt to manipulate the magic of Aoc. It rolls a d20 and adds it’s spellcasting ability modifier + it’s proficiency.

 

 

● Magic Incarnate

• At the start of a creatures turn, if it’s within 60ft of this creature it rolls twice on the Wild Magic Table to create a magical effect. This creature may choose either result to happen.

Actions

 Multiattack

Multiattack. The dragon can use its Recharge Oblivion. It then makes three attacks: one with its bite and two with its claws.

● Bite

• Melee Weapon Attack: +31 to hit, reach 15 ft., one target. Hit: (2d10 + 10) piercing damage plus (roll 1d6 and consult the table)

1 – (4d6 fire damage)

2 – (4d6 cold damage)

3 – (4d6 lighting damage)

4 – (4d6 acid damage)

5 – (4d6 thunder damage)

6 – (6d6 force damage)

 

● Claw

• Melee Weapon Attack: +31 to hit, reach 10 ft., one target. Hit: (2d6 + 10) slashing damage.

 

● Tail

Melee Weapon Attack: +31 to hit, reach 20 ft., one target. Hit: (2d8 + 10) bludgeoning damage.

 

● Unleash Oblivion 》 (Recharge 15-20)

The dragon exhales an element in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking (roll 1d6 and then consult the table) On a failed save and half as much on a successful one.

• 1 – (20d6 fire damage)

• 2 – (21d6 cold damage)

• 3 – (22d6 lightning)

• 4 – (23d6 acid damage)

• 5 – (24d6 physic damage)

• 6 – (30d6 force damage)

Legendary Actions

● Legendary Action

• Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. Spent legendary actions are regained at the start of each 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 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

 

• Recharge Oblivion:

The dragon attempts to recharge it’s breath weapon, reroll to see if it regains it’s use of it’s breath weapon.

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 the dragon 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 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 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: Planar (Astral Plane)

DruxCrow

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