Black Dragon, Adult
Huge dragon, chaotic evil
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Armor Class 20 (Natural Armor)
Hit Points 250 (20d12 + 120)
Speed 50 ft., climb 40 ft., fly 130 ft., swim 50 ft.
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STR | DEX | CON | INT | WIS | CHA |
21 (+5) | 20 (+5) | 22 (+6) | 15 (+2) | 14 (+2) | 17 (+3) |
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Saving Throws Dex +10, Con +11, Wis +7, Cha +8
Skills Acrobatics +10, Athletics +10, Perception +12, Stealth +10
Damage Resistances poison
Damage Immunities acid
Senses blindsight 60 ft., darkvision 120 ft., passive perception 22
Languages Common, Draconic
Challenge 15 (13,000 XP)
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Acidic Blood. If the dragon as 125 hit points or less and a creature hits the dragon with a melee attack while within 5 feet of the dragon, the attacker takes 7 (2d6) acid damage.
Amphibious. The dragon can breathe air and water.
Dissolve. When an area is subject to the dragon’s Acid Breath it is covered in pool of acid for 1 minute. Objects in the area take 5 (1d10) acid damage each round on initiative count 20 (loosing ties) and creatures that pass through or end their turn in the area take 5 (1d10) acid damage.
Dragon Magic (4/Day).* The dragon uses its innate magic, requiring no components, to create the following spell-like effects (spell save DC 16 +8 to hit with attacks) as if they are 3rd level spells:
chill touch, melf's acid arrow, vampiric touch
Dragon Scales. The dragon has resistance to all damage from an attack or effect that originates 150 feet or more from the dragon.
Dragon Traits.* The dragon can use the following
Dragon Tactics:
dive, multi-claw, snatch, strafing, tail sweep, wing buffet
Keen Senses. The dragon has advantage on Wisdom (Perception) checks.
Magic Weapons. The dragon’s weapon attacks are considered uncommon magical weapons.
Swamp Glide. While in a swamp, marsh, or similar environment, the dragon ignores difficult terrain caused by mud, plants, and organic debris and it can use a bonus action to take the Disengage or Hide actions on its turn.
Unstoppable (3/Short Rest). At any time, requiring no action, the dragon can take 30 hit points of damage and immediately end all conditions or effects it is suffering. After taking the damage, the dragon cannot take reactions until the start of its next turn.
ACTIONS
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: two with is claws and one with its bite. The dragon can substitute a tail or tail sting attack for a bite or two claw attacks.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 21 (3d10 + 5) piercing damage plus 10 (3d6) acid damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 15 (3d6 + 5) slashing damage and, if the dragon wishes, the target must make a DC 18 Strength saving throw or be knocked prone or pushed 10 feet, the dragon's choice.
Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target.
Hit: 18 (3d8 + 5) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be stunned until the end of the dragon’s next turn.
Tail Sting. Melee Weapon Attack: +10 to hit, reach 15 ft., one target.
Hit: 15 (3d6 + 5) piercing damage plus 7 (2d6) poison damage and target must succeed on a DC 18 Constitution saving throw or loose all resistance to acid damage for 1 hour
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 15 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.
Acid Breath (1/Rest). The dragon exhales acid in a 100-foot line that is 5 feet wide. Each creature in the line must make a DC 19 Dexterity saving throw. On a failed saving throw the target takes 55 (10d10) acid damage and at that start of each of the target's turns it takes an additional 5 (1d10) acid damage. On a successful save, the target takes half as much damage and does not take any continuing damage. The target, or an ally within 5 feet of it, can use an action to make a DC 15 Intelligence (Nature) check to neutralize the poison, ending the continuing damage on a success. Additionally, any magic or active spell of 3rd level or lower crossed by the line ends.
Recharge. The dragon recharges its breath weapon and it can use it on its next turn.
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. If the dragon has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon heightens its senses, it makes a Wisdom (Perception) check and gains advantage on its next attack.
Slippery Move. The dragon can move half its walking or swimming speed without provoking opportunity attacks.
Tail Sting (Cost 2 Actions). The dragon makes a Tail Sting attack.
Gloom (Costs 3 Actions). The dragon creates a 20-foot radius area of magical darkness centered on a point the dragon can see within 300 feet of it. The area of darkness blocks line of sight and creature with darkvision can't see through or in this area. Sources of nonmagical or magic light of 3rd level or lower cannot illuminate the area and are extinguished if they overlap with the area of darkness. The dragon is immune to the effects of the darkness and has advantage on its attacks against targets in the area of darkness.
The dragon can use a bonus action on its turn to move the area of darkness up to 20 feet in a direction of its choice.