Akil'Ceroth the Black Wyrm | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Akil'Ceroth the Black Wyrm CR: 21

Gargantuan ancient red dragon, neutral evil
Armor Class: 21
Hit Points: 516
Speed: 20 ft , fly: 40 ft , climb: 10 ft

STR

27 +8

DEX

10 +0

CON

27 +8

INT

20 +5

WIS

16 +3

CHA

24 +7

Saving Throws: DEX +7, CON +15, WIS +10, CHA +14
Damage Immunities: Fire, Necrotic
Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages: Common, Draconic
Challenge Rating: 21 ( 40,000 XP)
Proficiency Bonus: +7

  • Spell Attack Bonus +12
  • Spell Save DC: 20

At will:
  • Fire Bolt - 4d10 fire damage.
  • Chill Touch - 4d8 necrotic

1/day:
  • Planeshift
  • Delayed Blast Fireball

2/day:
  • Destructive Wave


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

Actions

  • 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: +15 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 8) piercing damage plus 14 (3d6) necrotic damage.
  • Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 8) slashing damage.
  • Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 8) 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.
  • Black Fire Breath (Recharge 5–6). The dragon exhales black fire in a 90-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 91 (22d6) necrotic damage on a failed save, or half as much damage on a successful one. Akil'Ceroth takes a quarter of the damage from the breath attack, due to the hole made from the mithral bolt pierced through him.

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.
  • Cast Cantrip
  • Tail Attack. The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 17 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
  • Ignite Form. The dragon covers itself in black flame. Whenever someone within 5ft of the dragon hits it with a melee attack, they take 2d8 necrotic damage. This black flame lasts until the start of Akil'Ceroth's next turn.
  • Magic Shielding. The dragon creates a series of magical shields that cover it's form, raising it's AC by +5 until the start of it's next turn.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • A column of black fire erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
  • A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  • The black flesh that makes up the floor squirms, dozens of black tendrils appear in a 20ft radius sphere on a point the dragon can see within 120 feet of it, latching onto anyone in the area. Each creature in the area must make a DC 15 Strength saving throw, taking 3d8 necrotic damage on a failed save and becoming grappled by the tendrils for one round.


Created by

Ace Infinity.

Statblock Type

Monster

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