Legendary Resistance (6/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Discorporation. When Ceric drops to 0 hit points or dies, his body is destory and he is unable to take physical form for a time
Innate spell casting (3/Day). Ceric may cast fire storm Spell Save DC24. Spell attack modifier +15 flavored as acid coming from ground
Magic Weapons. All attacks by Ceric are considered magical
Regeneration. Ceric regains 2d10+20 hit points at the wstart of his turn
Limited Magic immunity. as a reaction, Ceric may choose to be immune to any spell of level 4 or below. Ceric has advantage on saving throws against all other spell and magical effects.
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: +16 to hit, reach 15 ft., one target. Hit: 21 (6d6 + 10) piercing damage plus 9 (2d8) acid damage
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 19 (3d12 + 10) 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 20 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.
Acid Breath (Recharge 4–6). Ceric exhales acid in a 102 ft line that is 20 feet wide. Each creature in that lie must make DC 20 DC Dexterity saving thow taking 88(16d10 acid damage on a failed save or half as much damage on a sucessful one.
The dragon can take 4 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.
Teleportation. Ceric can magically teleport himself, or anyone that he can see, along with any equipment being worn or carried, to an unoccupied space within sight
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet 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.
Channel the Void (Costs 2 Actions). Ceric magically unleashes void energy. a pulsating wave of cold energy washes over everything within range. Creatures within 60 ft of Ceric, inducing those behind any type fo barrier and around corners, cannot regain any hit points until the end of Ceric's next urn
Description
The odor of sulfur and pumice surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry.
Lair and Lair Actions
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.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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2/8/2020 3:58:43 PM
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16
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1
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1.1
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Coming Soon
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