Huge Dragon, Chaotic Evil
Armor Class 20 (natural armor)
Hit Points 208 (19d12 + 85)
Speed 40 ft., Fly 80 ft.
STR
23 (+6)
DEX
16 (+3)
CON
21 (+5)
INT
14 (+2)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws DEX +8, CON +10, WIS +7, CHA +9
Skills Perception +11, Stealth +7
Damage Immunities Necrotic
Senses Blindsight 160 ft., Darkvision No limit, Passive Perception 21
Languages Common, Draconic
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Amphibious. The dragon can breathe air and water.

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) acid damage.

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

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) 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 16 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.

Necrotic 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 Constitution saving throw, taking 54 (12d8) necrotic damage on a failed save, 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 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Dark Aura (Costs 3 Actions)  The dragon creates an 15ft aura of darkness which only it can see inside if a creature the dragon is not allied with starts its turn inside the aura it takes 3d12 necrotic damage. The aura lasts for two rounds and can only be made three times per combat.

Lair and Lair Actions

Dark dragons tend to live in places where it is cold and dark, tending living in tall mountains, caves, and even deep in oceans. It is nearly impossible to see inside the dragon's lair darkvision being barley effective and therefore halved. 

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:

  • Shadows peel themselves off walls and floors and turn into servants of the dark dragon. 1d6+2 shadow servants appear and will fight for the dragon until death. They only disappear if the either the threat to the dragon has seized or the dragon creates new ones.
  • The dragon can create  up to 10 "darkpoints"  or merge them all together to create a copy of the dragon. The points each shed darkness in a 10 ft radius, the darkness cannot be seen through using non-magical means and if outside the radius and looking at it all darkvision stops at the source.
  • 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:

  • Within 6 miles of the lair it is never day.
  • All light within a mile is halved in brightness if not magical.
  • All monsters within 6 miles of the layer and resistance to necrotic damage and have 120 ft of magical darkvision.

If the dragon  effects fade over 1d10 days.

Habitat: MountainUnderdarkUnderwater

JustTMS11

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