Azazog, The Black King (5e Creature)

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Design Note: This creature was designed using Mythic Monsters (5e Variant Rule) as a guide.

Azazog, The Black King

Titanic dragon, neutral evil

Armor Class 40 (natural armor)
Hit Points 4953 (50d100 + 1342)
Speed 600 ft, fly 600 ft, swim 600 ft

30 (+10) 30 (+10) 30 (+10) 30 (+10) 30 (+10) 30 (+10)

Saving Throws Strength +40, Dexterity +40, Constitution +40, Intelligence +40, Wisdom +40, Charisma +40
Skills Athletics +40, Arcana +40, Acrobatics +40, Animal Handling +40, Deception +40, History +40, Investigation +40, Insight +40, Intimidation +40, Medicine +40, Nature +40, Perception +40, Performance +40, Persuasion +40, Religion +40, Sleight of Hand +40, Stealth +40, Survival +40
Damage Immunities nonmagical attacks, acid, fire, cold, lightning, necrotic, physic, poison, radiant
Condition Immunities blinded, charmed, frightened, grappled, incapacitated, paralyzed, petrified, poisoned, prone, restrained, stunned, surprised, unconscious, exhausted
Senses passive Perception 40, Truesight, Blindsight 1000 ft
Languages all languages
Challenge 50 (1,220,000 XP)

Flaming Absorption. Whenever the dragon is subjected to fire, necrotic, or radiant damage, it takes no damage and instead regains a number of hit points equal to the fire, necrotic, or radiant damage dealt.

Immensity. The dragon can move through the space of a creature or object of Gargantuan size or smaller, and he does not treat such creatures as difficult terrain. If the dragon moves through a creature's space, the creature must make a DC 30 Dexterity saving throw, taking 55 (10d10) bludgeoning damage on a failure. A creature can only be made to make this save once per round.

Flaming Power. The dragon’s claw, tail, and bite attacks are magical. When the dragon hits with an attack or spell, the attack deals an extra 20d8 fire damage (included in the attack).

Omniproficient. The dragon is proficient in all skills and tools.

Demonic Awareness. The dragon knows if he hears a lie.

Eternal Flame. All fire damage dealt by the dragon bypasses all resistances and immunities. Additionally, the dragon’s flames ignite all nonmagical items and cannot be put out by nonmagical means.

Siege Monster. The dragon deals double damage to objects and structures.

Ultimate Criticals. The dragon lands a critical hit on a roll of 16-20.

Innate Spellcasting. The dragon can innately cast these spells (Save DC 30, +40 to hit):

At will: all cantrips and 1st-3rd level spells

7/day each: all 4th-5th level spells

5/day each: all 6th-8th level spells

3/day each: all 9th level spells

1/day: Dread Curse, Mass Power Word Kill, Enboon, Creation Ultima, Iron Legion, Superior Demiplane

Telepathic. The dragon can telepathcially communicate with all creatures that it can see.

Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead.


Multiattack. The dragon can use its Frightful Presence. It then makes nine attacks: two with its bite, one with its tail and four with its claws. It may use its Crush or Swallow in place of its bite.

Bite. Melee Weapon Attack: +40 to hit, reach 30 ft., 10 targets. Hit: 65 (10d10 + 10) piercing damage plus 90 (20d8) fire damage.

Claw. Melee Weapon Attack: +40 to hit, reach 45 ft., 10 targets. Hit: 45 (10d6 + 10) slashing damage plus 90 (20d8) fire damage.

Tail. Melee Weapon Attack: +40 to hit, reach 180 ft., 20 targets. Hit: 55 (10d8 + 10) bludgeoning damage plus 90 (20d8) fire damage.

Wings. Ranged Weapon Attack: +40 to hit, reach 400 ft., everything within range. Hit: 153 (10d10 + 100) bludgeoning damage damage. All creatures hit by this attack must succeed on a DC 30 Strength saving throw or be pushed back 100 ft and be knocked prone. If the creature fails by 10 or more, they are also knocked unconscious.

Crush. The dragon attempts to crush its foes underneath it using its weight. All creatures in the dragon's space must make a DC 20 Dexterity saving throw. On a success, a creature is not crushed, and moves out of the dragon's space to a space adjacent to the dragon. On a failure, a creature becomes grappled by the dragon (escape DC 20). While grappled in this manner, a creature is also considered prone and restrained, and takes 37 (6d8 + 10) bludgeoning damage at the start of each of the dragon's turns. A creature is freed from this grapple when the dragon moves.

Swallow. The dragon makes one bite attack against a Colossal or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the dragon, and it takes 99 (22d8) acid damage at the start of each of the dragon's turns.
If the dragon takes 75 damage or more on a single turn from a creature inside it, the dragon must succeed on a Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the dragon. The DC for this saving throw equals one-third the damage taken during that single turn. If the dragon dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Frightful Presence. Each creature of the dragon's choice that is within 240 feet of the dragon and aware of it must succeed on a DC 30 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.

Teleport. The dragon magically teleports, along with any equipment it is wearing or carrying, up to 540 feet to an unoccupied space it can see.

Healing Touch (10/Day). The dragon chooses another creature. The target magically regains all hit points and is freed from any curse, disease, poison, blindness, or deafness, magical or otherwise.

Breath Weapon (Recharge 3-6). The dragon uses one of its breath weapons. The breath weapon has a DC of 30. On a failed save the target takes full damage. On a successful save the target takes half damage.

  • Fire Breath. 600 ft cone, 263 (60d10) fire damage, Con saving throw
  • Necrotic Breath. 600 ft x 20 ft line, 263 (60d10) necrotic damage, Con saving throw
  • Radiant Breath. 600 ft x 20 ft line, 263 (60d10) radiant damage, Dex saving throw

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.


The Azazog can take 5 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 Azazog regains spent legendary actions at the start of its turn.

The pinnacle of draconic might, Azazog, The Black King stands above all other dragons. Nothing else is truly known about the fearsome Wyrm. Azazog stands at 70 ft tall, and has a wingspan of 360 ft. Azazog is 200 ft long, and with his tail fully extended, 380 ft long. Azazog’s scales are metallic black, and his claws and fangs are black, while his eyes burn with crimson fire. Azazog does not have front legs, and instead uses the claws at the end of his wings as is front legs when walking.

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