Nightscale was born into the Merdu swamps to the south and grew up like many black dragons. Vying for food against her siblings she was the smallest of the batch and picked on constantly. Unlike others of her kind, she liked company, and this would be what gets her in trouble.
She would forage the swamps for food for hours, when one unfortunate time she came back and found her mother and siblings were gone, she doesn’t know to this day if they were killed or if they abandoned her.
She lived a hand-to-mouth existence for years, getting larger and learning her magic and other abilities on her own sporadically. Always the loner she attempted to join other groups, when she was young it started out with a flock of sheep, but they only kept running from her. Then a pack of wolves.
Eventually as she was out looking for sentient creatures to be with and learned to take a human form when she was captured by an adventuring group outside the Arborlon forest. She was sold as a guard animal to a rich wizard who lived out in the country where she was kept chained.
She didn’t like her life, but she didn’t hate it either. They fed her regularly and she could lay in the sun and stay warm. Her behavior though seemed to infuriate the wizard and eventually he sold her to a talisma shop who wanted to part her out for the value of her bits.
After a large fight she got away and was drawn into the mountains. She didn’t know what drew her but she ended up near the entrance to the temple of Mori. There she was captured by Mori and enslaved as a guardian. She served there almost 100 years before she was freed by the Silver Grimms where she escaped Mori and made a temporary home in the mountains, using a letter of marque from Keyleth and the rest.
Huge dragon, chaotic evil
Armor Class 19 (natural armor)
Hit Points 212 (17d12 + 102)
Speed 40ft., fly 80 ft., swim 40ft.
STR 23 (+6)
DEX 14 (+2)
CON 21 (+5)
INT 14 (+2)
WIS 13 (+1)
CHA 17 (+3)
Saving Throws Dex +7, Con +10, Wis +6, Cha +8
Skills Perception +11, Stealth +7, History +7, Perception +11, Persuasion +8
Damage Immunities Acid, Fire
Senses blindsight 60ft., darkvision 120ft., passive Perception 21
Languages Common, Draconic, Common Elven, Dwarven,
Challenge 14 (11,500 XP) ·
Amphibious. The dragon can breathe air and water. Legendary Resistance (3jDay). Ifthe dragon fails a savingthrow, it can choose to succeed instead.
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: +11 to hit, reach 10ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.
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.
Frightful Presence. Each creature ofthe dragon’s choice that is within 120 feet ofthe dragon and aware ofit must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each ofits turns, ending the effect on itselfon a success. Ifa 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 (Recharge 5-6). The dragon exbales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.
Fire Breath. The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.
Sleep Breath. The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
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 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Unknown at this time