Huge Dragon, Chaotic Evil
Armor Class 19 Natural Armor
Hit Points 195 (17d10 + 85)
Speed 60 ft., Walk 40 ft.
STR
24 (+7)
DEX
12 (+1)
CON
20 (+5)
INT
14 (+2)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws STR +18, DEX +6, CON +18, INT +8, WIS +14, CHA +11
Damage Resistances Fire, Lightning, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened
Senses Blindsight 60, Darkvision 120, Passive Perception 13
Languages --
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Black Wind Evasion 

Kalameet has advantage on saving throws against being restrained or knocked prone, and he ignores difficult terrain.

Actions

Multiattack

Kalameet makes three attacks: one with his Bite, and two with his Claws.


Bite

Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 19 (2d10 + 7) piercing damage.


Claw

Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 15 (2d6 + 7) slashing damage.


Black Flame Breath (Recharge 5–6)

Kalameet exhales a mass of dark fire in a 10 ft. x 10 ft. square within 30 feet.
Each creature in that area must make a DC 17 Dexterity saving throw, taking 35 (10d6) fire damage and 17 (5d6) necrotic damage on a failed save, or half as much on a success. 

Reactions

Wing Disruption

Trigger: A creature enters a space within 5 feet of Kalameet.
Effect: Kalameet beats his wings in a burst of force. The triggering creature must succeed on a DC 15 Strength saving throw or be pushed 10 feet away and lose any remaining movement.

Legendary Actions

 

Legendary Resistance (1/Day)

If Kalameet fails a saving throw, he can choose to succeed instead.


 

Kalameet can take 2 legendary actions, using one option at a time and only at the end of another creature’s turn. He regains spent legendary actions at the start of his turn.


Tail Swipe

Kalameet swings his massive tail. One creature within 10 feet must make a DC 17 Strength saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone.


Wing Gust

Kalameet beats his wings in a quick pulse. Each creature within 5 feet must succeed on a DC 15 Strength saving throw or be pushed 10 feet away.


Psychic Eye (Costs 2 Actions)

Kalameet’s eye glows ominously. One creature within 30 feet must make a DC 15 Wisdom saving throw or take 21 (6d6) psychic damage and be pushed 20 feet directly away from Kalameet, landing prone.


 

Scorching Inferno (Costs 2 Actions).
Kalameet ascends 30 feet into the air and unleashes a violent torrent of black flame directly below him. Each creature within a 20-foot radius centered on Kalameet must make a DC 17 Dexterity saving throw, taking 31 (9d6) fire damage and 13 (3d8) bludgeoning damage from the explosive force on a failed save, or half as much on a successful one.

If a creature was within 10 feet of Kalameet at the start of this action, it makes the saving throw with disadvantage unless it uses its reaction to move at least 10 feet away. A creature with a shield can reduce the fire damage by half again if it succeeds on the save and is facing Kalameet.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A towering relic of ancient dread, the Black Dragon Kalameet exudes fire, shadow, and ruin. Though stripped of his divine stature, his hatred for humanity burns as fiercely as his black flame. With a single, unblinking red eye, he gazes into the souls of his enemies, unmaking them with fire and fury.

Kalameet is not mindless rage, he is ancient, intelligent, and cruel. He manipulates the battlefield through control, displacement, and fear, grounding even the boldest warriors beneath his claws.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

KosmicLawyer

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