Black Greatwyrm
Fizban's Treasury of Dragons p. 168
- Tamaño
- Gargantuesco
- Tipo
- dragon (chromatic)
- Alineamiento
- typically chaotic evil
- CA
- 22 (natural armor)
- Puntos de golpe
- 533 (26d20+260)
- Velocidad
- walk 60 ft., burrow 60 ft., fly 120 ft., swim 60 ft.
- Salvaciones
- Dex +10, Con +18, Wis +13, Cha +16
- Habilidades
- Intimidation +16, Perception +21, Stealth +10
- Inmunidades
- acid
- Inmunidad a estados
- charmed, frightened, poisoned
- Sentidos
- truesight 120 ft.
- Percepción pasiva
- 31
- Idiomas
- Common, Draconic
- Desafío
- 27
- Linaje
- Greatwyrm
Rasgos
Proficiency Bonus
+8
Chromatic Awakening (Recharges after a Short or Long Rest)
If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 425 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 105,000 XP (210,000 XP total) for defeating the greatwyrm after its Chromatic Awakening activates.
recharge
SHORT
Legendary Resistance (4/Day)
If the greatwyrm fails a saving throw, it can choose to succeed instead.
recharge
4/DAY
Acciones
Multiattack
The greatwyrm makes one Bite attack and two Claw attacks.
Bite
Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 13 (2d12) force damage.
Claw
Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled this way at a time.
Tail
Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.
Breath Weapon (Recharge 5-6)
The greatwyrm exhales a blast of energy in a 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw. On a failed save, the creature takes 78 (12d12) acid damage. On a successful save, the creature takes half as much damage.
recharge
D5
Acciones legendarias
Legendary Actions (3/Turn)
The greatwyrm 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 greatwyrm regains spent legendary actions at the start of its turn.
recharge
3/TURN
Attack
The greatwyrm makes one Claw or Tail attack.
Wing Attack (Costs 2 Actions)
The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The greatwyrm can then fly up to half its flying speed.
Arcane Spear (Costs 3 Actions)
The greatwyrm creates four spears of magical force. Each spear hits a creature of the greatwyrm's choice it can see within 120 feet of it, dealing 12 (1d8 + 8) force damage to its target, then disappears.
Mythic Actions
If the greatwyrm's Chromatic Awakening trait has activated in the last hour, it can use the options below as legendary actions.
Bite
The greatwyrm makes one Bite attack.
Chromatic Flare (Costs 2 Actions)
The greatwyrm flares with elemental energy. Each creature in a 60-foot-radius sphere centered on the greatwyrm must succeed on a DC 26 Dexterity saving throw or take 22 (5d8) acid damage.
Otros datos
description
More so even than their chromatic and metallic kin, gem dragons are fascinated with cultivating their dragonsight and fusing the awareness of their echoes across the Material Plane. Some of them believe that, by doing so, they are taking steps toward reuniting the shattered consciousness of Sardior the Ruby Dragon, and they pursue this awakening as an act of near-religious devotion. Others seek to exploit their knowledge of the many worlds of the Material Plane as a source of power—and indeed, a gem dragon who becomes a greatwyrm has access to almost unimaginable power. Gem greatwyrms' ascension transforms their bodies to appear as crystal, their scales sparkling like diamonds. Their breath weapons become powerful waves of crushing force that can stop almost any creature in its tracks. But the greatwyrms' most powerful ability is telekinesis on an unparalleled scale—a gem greatwyrm can telekinetically seize an entire crowd, then carry those helpless folk off to the dragon's lair.