| Mod | Save | ||
|---|---|---|---|
| STR | 17 | +3 | +13 |
| DEX | 14 | +2 | +9 |
| CON | 16 | +3 | +13 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +11 |
| WIS | 16 | +3 | +11 |
| CHA | 16 | +3 | +11 |
Adamantine Armor. When this creature is hit by a critical hit, make that hit a normal hit.
Spellcasting. The Abergon is a 8th-level spellcaster. Its spellcasting ability is Constitution (spell save DC 17, +7 to hit with spell attacks). The Abergon has the following spells prepared:
2nd level (3 slots): Darkness
3rd level (2 slots): Bestow Curse
8th level (1 slot): Soul bind
Multiattack. This creature makes two Rend attacks and one Bite attack
Rend. Melee Attack: +9 to hit, reach 10 ft., 1 target. Hit: 23 (3d10 + 5) Slashing damage.
Bite. Melee Attack: +6 to hit, reach 10 ft., 1 target. Hit: 19 (2d12 + 6) Piercing damage.
Darkening Beam. Ranged Attack: +7 to hit, range 20/100 ft., 1 target. Hit: 21 (2d12 + 3) Necrotic damage. The creature that was hit by this attack is now blinded until the end of this creatures next turn.
Roar of Terror. If this creature makes 3 successful attacks in one turn, they may roar, causing one creature that is within 50 feet of it to make a DC 13 Constitution saving throw. If they succeed, they cannot be affected by this Bonus Action for 1 minute. If they fail, that creature has the incapacitated condition until the end of this creatures next turn.
Helm of Darkness: If this creature is hit by an attack that would cause the blinded condition, it may ignore that attack and cannot be blinded for 1 minute.
This creature may use 3 legendary actions per initiative roll.
Legendary Resistance (Costs 1 Actions). If this creature fails on a saving throw, it may choose to succeed instead.
Description
A large dragon covered in Adamantine armor, fitted for a dragon. The few parts of it that aren't covered show dark purple-black scales.
Lair and Lair Actions
Lair Actions
On initiative count 9 (losing initiative ties), the Abergon takes a lair action to cause one of the following effects; the Abergon can’t use the same effect two rounds in a row:
- A circle of darkness ripples out from the Abergon. All creatures in a 50 foot radius around the Abergon must succeed on a DC 16 Constitution saving throw or take 5d12 Necrotic damage.
- For 1 minute, if this creature is hit by a melee attack, that creature has the poisoned condition until the end of the Abergons next turn.
Comments