19 (natural armor)
195 (17d12+85)
walk 40 ft., fly 80 ft., swim 40 ft.
Dex +7, Con +10, Wis +6, Cha +8
Perception +11, Stealth +2
necrotic
acid
blindsight 60 ft., darkvision 120 ft.
Common, Draconic
14
Nurvureem can breathe air and water.
If Nurvureem fails a saving throw, it can choose to succeed instead.
While in dim light or darkness, the dragon has resistance to damage that isn't force, psychic, or radiant.
While in dim light or darkness, the dragon can take the Hide action as a bonus action.
While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Nurvureem can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) necrotic damage.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Each creature of Nurvureem's choice that is within 120 feet of Nurvureem and aware of it 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 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 Nurvureem's Frightful Presence for the next 24 hours.
Nurvureem exhales necrotic 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) necrotic damage on a failed save, or half as much damage on a successful one.
The dragon 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. The dragon regains spent legendary actions at the start of its turn.
Nurvureem makes a Wisdom (Perception) check.
Nurvureem makes a tail attack.
Nurvureem beats its wings. Each creature within 10 feet of Nurvureem must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. Nurvureem can then fly up to half its flying speed.
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: • Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. • A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage. • Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of the effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
The region containing a legendary black dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: • The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud. • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes. • Fog lightly obscures the land within 6 miles of the lair. If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days.