THE SHARED REFERENCE Adventurer

Monster

Black Greatwyrm

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Official reference · FTD · 2014

Creature type
Dragon
Size
Gargantuan
Armor class
22 (natural armor)
Hit points
533 (26d20 + 260)
Speed
Walk 60 ft., Burrow 60 ft., Fly 120 ft., Swim 60 ft.
Challenge rating
27
Alignment
Chaotic Evil
Strength
30
Dexterity
14
Constitution
30
Intelligence
21
Wisdom
20
Charisma
26
Passive Perception
31
Saving Throws
dex: +10; con: +18; wis: +13; cha: +16
Skills
intimidation: +16; perception: +21; stealth: +10
Senses
truesight 120 ft.
Languages
Common, Draconic
Immunities
acid
Condition Immunities
charmed, frightened, poisoned

Traits

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.

Legendary Resistance (4/Day)

If the greatwyrm fails a saving throw, it can choose to succeed instead.

Unusual Nature

The greatwyrm doesn't require food or drink.

Actions

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.

Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.

Legendary actions

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

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.

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