Onyxia by Thiago Almeida
Black Dragon, Wyrm
Gargantuan dragon, chaotic evil
Armor Class 24 (Natural Armor)
Hit Points 536 (29d20 + 232; bloodied 268)
Speed 70 ft., climb 70 ft., fly 180 ft., swim 80 ft.
STR | DEX | CON | INT | WIS | CHA |
27 (+8) | 14 (+2) | 27 (+8) | 20 (+5) | 20 (+5) | 22 (+6) |
Saving Throws Str +16, Dex +10, Con +16, Int + 13, Wis +13, Cha +14
Skills Acrobatics +10, Athletics +16, Perception +23, Stealth +10
Damage Resistances poison, necrotic, thunder
Damage Immunities acid
Senses blindsight 180 ft., darkvision 240 ft., passive perception 33
Languages Aquan, Common, Draconic, Primordial
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Amphibious. The dragon can breathe air and water.
Brutal. The dragon's melee attacks deal an extra 5 damage of the attacks type on a hit (included in the attack).
Colossal. The dragon's space is 30 feet by 30 feet and it has advantage on saving throws against being physically pushed or knocked prone by a Huge or smaller opponents.
Dissolve. When an area is subject to the dragon’s Acid Breath it is covered in pool of acid for 1 minute. Objects in the area take 16 (3d10) acid damage each round on initiative count 20 (loosing ties) and creatures that pass through or end their turn in the area take 16 (3d10) acid damage. If a creature is reduced to 0 by this effect it dissolved and can be restored to life only by means of a True Resurrection or a Wish spell.
Dragon Scales. The dragon has resistance to all damage from an attack or effect that originates 60 feet or more from the dragon. Additionally, the dragon is immune to all damage, except psychic damage, unless the attack or effect inflicts more than 5 hit points of damage, in which case it takes damage as normal.
Dragon Traits.* The dragon can use the following
Dragon Tactics:
crush, dive, flyby slam, multi-claw, shaped breath, snatch, strafing, sustained breath, tail sweep, throw, wing buffet
Magic Weapons. The dragon’s weapon attacks are considered very rare magical weapons.
Perceptive. The dragon has advantage on Wisdom (Perception) checks. Additionally, when the dragon succeeds on a Wisdom (Perception) check targeting a creature within 120 feet of it, the dragon learns the surface thoughts of the creature as in the spell
detect thoughts.
Swamp Glide. While in a swamp, marsh, or similar environment, the dragon ignores difficult terrain caused by mud, plants, and organic debris.
Swamp Stealth. While in a swamp, marsh, or similar environment, if the dragon remains motionless it gains a +10 bonus on its Dexterity (Stealth) check . Additionally, if it is also in dim light or darkness, the dragon can take the Hide action as a bonus action.
Unstoppable. At any time, requiring no action, the dragon can take 30 hit points of damage and immediately end all conditions or effects it is suffering. After taking the damage, the dragon cannot take reactions until the start of its next turn.
ACTIONS
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: two with is claws and one with its bite. The dragon can substitute a tail or tail sting attack for a bite or two claw attacks.
Bite. Melee Weapon Attack: +16 to hit, reach 20 ft., one target.
Hit: 35 (4d10 + 13) piercing damage plus 21 (6d6) acid damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target.
Hit: 27 (4d6 + 13) slashing damage and, if the dragon wishes, the target must make a DC 24 Strength saving throw or be knocked prone or pushed 15 feet, the dragon's choice.
Tail. Melee Weapon Attack: +16 to hit, reach 40 ft., one target.
Hit: 31 (4d8 + 13) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 24 Strength saving throw or be stunned until the end of the dragon’s next turn.
Tail Sting. Melee Weapon Attack: +16 to hit, reach 40 ft., one target.
Hit: 27 (4d6 + 13) piercing damage plus 17 (5d6) poison damage and target must succeed on a DC 24 Constitution saving throw or loose all resistance to acid damage for 1 hour
Frightful Presence. Each creature of the dragon's choice that is within 180 feet of the dragon and aware of it must succeed on a DC 22 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 (1/Rest). The dragon exhales acid in a 180-foot line that is 10 feet wide or eight 15-foot-by-15-foot contiguous areas within 100 feet of it. Each creature in the line or area must make a DC 24 Dexterity saving throw. On a failed saving throw the target takes 99 (18d10) acid damage and at that start of each of the target's turns it takes an additional 27 (5d10) acid damage. On a successful save, the target takes half as much damage and does not take any continuing damage. The target, or an ally within 5 feet of it, can use an action to make a DC 20 Intelligence (Nature) check to neutralize the poison, ending the continuing damage on a success. Additionally, any magic or active spell of 6th level or lower crossed by the line ends.
Recharge. The dragon recharges its breath weapon and it can use it on its next turn.
Dragon Magic (6/Day).* The dragon uses its innate magic, requiring no components, to create one of the following spell-like effects (spell save DC 22, +14 to hit with attacks) as if they are 9th level spells:
acid splash (4d6), bestow curse, blight, cloudkill, harm, melf's acid arrow, stinking cloud, vitriolic sphere, & wall of thorns
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. If the dragon has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon heightens its senses, it makes a Wisdom (Perception) check and gains advantage on its next attack.
Lair Action. The dragon can use its Darkness or Grasping Water
lair action, even if it is not in its lair.
Slippery Move. The dragon can move half its walking or swimming speed without provoking opportunity attacks.
Tail Sting (Cost 2 Actions). The dragon makes a Tail Sting attack.
Tail Sweep (Costs 3 Actions). The dragon makes a tail attack on each creature within a 30-foot cone and it can then take the hide action if it is in a swamp or darkness. On a hit, the target is also knocked prone.
Vitriolic Spray (Costs 3 Actions). The dragon exhales acidic spittle in a 70-foot cone. Each creature in cone must make a DC 22 Dexterity saving throw, taking 27 (5d10) acid damage on a failed save, or half as much damage on a successful one.
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*DM's Note: Dragon Magic and Dragon Traits provide more choices for the dragon. However, the inclusion or exclusion of this traits does not affect the CR of the dragon.