Huge Dragon, Any Good Alignment
Armor Class 18 Natural
Hit Points 217 (20d12 + 90)
Speed
STR
18 (+4)
DEX
16 (+3)
CON
17 (+3)
INT
19 (+4)
WIS
26 (+8)
CHA
18 (+4)
Saving Throws INT +9, WIS +13
Damage Resistances Acid
Damage Immunities Piercing
Condition Immunities Charmed, Stunned
Senses Passive Perception 25
Languages Draconic, Celestial, Common, Telepathy 120ft
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Telepathy. The dragon can telepathically communicate with any creature within 60 feet of it.

Magic Cunning. The dragon has advantage on saving throws against spells and other magical effects.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Shielded Mind. The Dragon is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.

Actions

 

Change Shape. The dragon magically poly-morphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficienties, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.

Multi-Attack. The dragon can use its Divine 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.The target must succeed on a DC 14 constitution saving throw or be poisoned for 24 hours Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake

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.

Divine 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 Stunned 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 Divine Presence for the next 24 hours.

Force Breath. The dragon exhales pure magical force in an 60-foot line that is 15 feet wide. Each creature in that line must make a DC 19 Intelligence saving throw, taking 66 (12d10) force damage on a failed save, or half as much damage on a successful one.

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 17 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.

Invisibility. The dragon turns invisible for 1 round, as if using the Invisibility spell. 

 

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 20 Dexterity saving throw or take 12 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

 

Onyx Dragon wyrmlings have it tough growing up; not all make it through the initial first hundred years of birth. Their stone scales have been known to those who have been able to study them to merge together during time in the egg and sometimes makes them unable to move after birth. Due to this, finding large broods is extremely rare since the biggest known brood is 10-15 dragons. 

If an Onyx dragon is alone growing up, it believes it is a black dragon due to similarities to their physical appearance. Though their scales are thick slabs of stone and melds into their leather hide, they have no other reason to believe otherwise. 

Growing up, the dragons can grow silver or gold specks in their scales which reflect light fantastically. They tend to migrate to openings of caves or any light source that they could reflect their scales off of them. Which makes these curious creatures move to areas where there are other creatures which they learn to hunt and socialize with. Most dragons prefer to stay within their caves with their families but those who do engage with others shift to the appearance. Though anyone willing to enter their lair is greeted with a mouth full of white teeth until they can be determined to be friend or foe. 

They tend to be very territorial and those grow up in a brood dislike black dragons.  

Habitat: Underdark

Gilernil

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