Black Dragon Kalameet (5e Creature)

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Black Dragon Kalameet[edit]

Gargantuan dragon, chaotic evil

Armor Class 22 (natural armor)
Hit Points 585 (30d20 + 270)
Speed 30 ft., fly 80 ft., swim 40 ft.

26 (+8) 10 (+0) 29 (+9) 8 (-1) 23 (+6) 25 (+7)

Saving Throws Str +16, Con +17, Cha +15
Skills Insight +14, Perception +14, Stealth +8
Damage Vulnerabilities lightning
Damage Resistances fire, force; bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses blindsight 60 ft., truesight 120 ft., passive Perception 24
Languages Common, Draconic
Challenge 28 (120,000 XP)

Legendary Resistance (3/Day). If Kalameet fails a saving throw, he can choose to succeed instead.


Multiattack. Kalameet makes three attacks: one with his bite or head swipe and two with his claws.

Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 41 (5d12 + 8) piercing damage plus 10 (3d6) fire damage.

Claw. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 27 (3d12 + 8) slashing damage.

Tail Sweep. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 34 (4d12 + 8) bludgeoning damage.

Head Swipe. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 34 (4d12 + 8) bludgeoning damage.

Frightful Presence. Each creature of Kalameet's choice that is within 120 feet of him and aware of him must succeed on a DC 19 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 Kalameet's Frightful Presence for the next 24 hours.

Special Attack (Recharge 5-6). Kalameet uses one of the following special attacks.

Red Eye Telekinesis. Kalameet emits distorted air in a 50-foot cone. Each creature in that area must succeed on a DC 20 Strength saving throw or be moved up to 20 feet directly towards Kalameet and be marked with Calamity for 1 minute. A creature marked with Calamity has vulnerability to all damage.
Mystical Fire Breath. Kalameet breathes yellow and orange fire, the center of which is black and dotted like a nebula (instead of white), in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw. On a failed save, the creature takes 91 (26d6) fire damage and 35 (10d6) force damage and has its movement speed reduced by 10 feet. On a successful save, the creature takes half as much damage and its movement speed is not reduced.


Kalameet can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Kalameet regains spent legendary actions at the start of his turn.

Detect. Kalameet makes a Wisdom (Perception) check.
Tail Sweep. Kalameet makes a Tail Sweep attack.
Wing Attack (Costs 2 Actions). Kalameet beats his wings. Each creature within 15 feet of Kalameet must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Kalameet can then fly up to half his flying speed.
Strafing Run (Costs 3 Actions). Kalameet breathes ethereal fire in a 100-foot line that is 15 feet wide. Each creature in that line must make a DC 24 Dexterity saving throw, taking 10 (3d6) fire damage plus 10 (3d6) force damage on a failed save, or half as much damage on a successful one.

Black Dragon Kalameet with his unique, calamitous eye.

Kalameet is the last of an ancient race of dragons, about whom most knowledge is now lost. They were incredibly powerful and possibly immortal, but not indestructible.

Clever Beast. Kalameet exhibits no outward sign of lofty intelligence. It does not speak to anyone, cutting out the possibility of the word games or barter as with other dragons of myth. It behaves like a predator, but it is a cunning predator nonetheless, and its massive agility and raw power alone make outwitting Kalameet a challenge.

Calamitous Eye. Kalameet has a glowing red-orange eye atop his head, although it doesn't much look like an eye. It is a featureless beacon which grants Kalameet the ability to pull in foes and mark them with Calamity, a condition that has the possibility of bringing ruin to anyone who comes under harm while marked. Should Kalameet ever be slain, within that mysterious eye, they will find the calamity ring. Some things might be better left alone, however.

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