D&D 5E 5e Updates: Monstrous Compendium

dave2008

Legend
I am all about more oozes!

1) The high AC for the Ooze threw me at first. I think reading your flavor its fine for this guy as kind of the exception to the rule of ooze kind, I just wouldn't use it too often. Ridiculously low ACs and Oozes go hand in hand.
Yep the idea is that it is covered in picked up armor, shields, swords, etc. I found this guy in the 2e monstrous manual and the AC was the equivalent of chainmail + shield for that edition, so that is basically what I wend with.
2) I think the ooze's size works against him in this example. He doesn't have the ability to move through small spaces, so unless your dungeon hallways are 20x20....this guy has no mobility outside of the one room he is in for the majority of dungeons you might put him in.
It is supposed to fit in easily in a 10x10 corridor without squeezing, I just forgot that part. I will get it added
3) Since this is a apparently a moving treasure pile, it would be cool to make a treasure note (something like, you will often find 1d6 x 40 gold coins or something). I liked that note on the Worm that Walks, so I think it would be a nice flavor touch to have it here.
Yes, it thinks so. Since I already have some descriptive text I will add it there.
 

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dave2008

Legend
I really like your note about spell usage affecting CR. I think that is a cool way to quickly alert the DM to various ways to use the creature, and how it may impact the challenge on the spot. I personally either put it right after the CR number or the spell casting area just to make it more prominent.
I think I will move it to after spellcasting - thanks!

Magic Absorption: Similar to the fire elemental we talked about before, do you intend that the WTW can cast a fireball targetting others and himself can heal himself up? Now honestly I think its fine thematically (this guy is all about absorbing things to heal himself)....and frankly if he uses a 3rd level slot in an actual fight to heal himself....than the party is already winning as that removes the usage of way better spells. But just noting that incase it creates any oddities you weren't expecting.
I'm fine with it as is. Using it that way is most likely a loss for the worm, except that it can include itself in attacks that target other creatures (fireball in a 30x30 room could work).
Unstoppable: So I have seen a few times now that your going with the "burn legendary actions instead of burning 30 hp" idea. If your switching the mechanic, I would change the name. Otherwise DMs who are familiar with the ability from previous monsters may in the heat of battle just assume it works the previous way.'
I probably will codify it at some point, but I am trying out different things to see how they work right now. It is worth noting that WotC already allows somewhat different descriptions for the same trait, the different types of magic resistance for example.
Swarm Movement: You get into trouble with certain abilities like sentinel (or effects like wall of thorns) that stop movement. What happens when the WTW moves, gets stopped by sentinel, and can't reform? Also the damage is very piddly for consuming 2 legendary actions (even if it is automatic). If your main goal is the ability to move through other people's spaces, I think you can just give them that ability as part of their swarm movement (at the CRs were teleport and plane shift are common modes of transportation I wouldn't even blink an eye.

So something like:

Swarm Movement: The WTW can move through other creature's spaces when it moves, and creatures have disadvantage on Opportunity Attacks against it. Any creature that it moves through takes 5 piercing damage.
That is probably better, but I did really like the idea of two independent swarms (they can hit more targets that way). I think to compensate I will just double the speed.
 

dave2008

Legend
I really like your note about spell usage affecting CR. I think that is a cool way to quickly alert the DM to various ways to use the creature, and how it may impact the challenge on the spot. I personally either put it right after the CR number or the spell casting area just to make it more prominent.

I actually think withering touch is the star of the show in many cases, as you effectively give is DR 13 against short melee attacks, that's a cool touch.

Magic Absorption: Similar to the fire elemental we talked about before, do you intend that the WTW can cast a fireball targetting others and himself can heal himself up? Now honestly I think its fine thematically (this guy is all about absorbing things to heal himself)....and frankly if he uses a 3rd level slot in an actual fight to heal himself....than the party is already winning as that removes the usage of way better spells. But just noting that incase it creates any oddities you weren't expecting.

Unstoppable: So I have seen a few times now that your going with the "burn legendary actions instead of burning 30 hp" idea. If your switching the mechanic, I would change the name. Otherwise DMs who are familiar with the ability from previous monsters may in the heat of battle just assume it works the previous way.'

Turn Resistance: You mention lich.

Swarm Movement: You get into trouble with certain abilities like sentinel (or effects like wall of thorns) that stop movement. What happens when the WTW moves, gets stopped by sentinel, and can't reform? Also the damage is very piddly for consuming 2 legendary actions (even if it is automatic). If your main goal is the ability to move through other people's spaces, I think you can just give them that ability as part of their swarm movement (at the CRs were teleport and plane shift are common modes of transportation I wouldn't even blink an eye.

So something like:

Swarm Movement: The WTW can move through other creature's spaces when it moves, and creatures have disadvantage on Opportunity Attacks against it. Any creature that it moves through takes 5 piercing damage.

I am all about more oozes!

1) The high AC for the Ooze threw me at first. I think reading your flavor its fine for this guy as kind of the exception to the rule of ooze kind, I just wouldn't use it too often. Ridiculously low ACs and Oozes go hand in hand.

2) I think the ooze's size works against him in this example. He doesn't have the ability to move through small spaces, so unless your dungeon hallways are 20x20....this guy has no mobility outside of the one room he is in for the majority of dungeons you might put him in.

3) Since this is a apparently a moving treasure pile, it would be cool to make a treasure note (something like, you will often find 1d6 x 40 gold coins or something). I liked that note on the Worm that Walks, so I think it would be a nice flavor touch to have it here.
I've updated both.
 

Genius Loci
Damage Resistances cold, fire, force, thunder; bludgeoning, piercing, and slashing that is nonmagical
Isn't is the ooze making it resistant? I feel like it should be resistant to bludgeon, piercing and slashing period - at least unless the weapon is at least very rare (and probably legendary, given its CR).

Unstoppable (3/Short Rest). The genius loci can use a reaction at the end of its turn or two legendary actions to remove one or two condition or effects it is suffering.
Do you mean up to two, or does it make a difference whether it's a reaction or legendary actions?

Edit: shouldn't the slither ooze be resistant to non magical weapons at least?
 

dave2008

Legend
Isn't is the ooze making it resistant? I feel like it should be resistant to bludgeon, piercing and slashing period - at least unless the weapon is at least very rare (and probably legendary, given its CR).
That is what I had originally, but then I check the epic handbook and it didn't ahve anything like that. The I decided to go with more HP than resistances; however, at this CR the resistance to BPS shouldn't matter, so I will put it back in.

Do you mean up to two, or does it make a difference whether it's a reaction or legendary actions?
Yes, I will correct that.
 

dave2008

Legend
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Onyxia by Thiago Almeida

Black Dragon, Wyrm
Gargantuan dragon, chaotic evil
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Armor Class 24 (Natural Armor)
Hit Points 536 (29d20 + 232; bloodied 268)
Speed 70 ft., climb 70 ft., fly 180 ft., swim 80 ft.
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STRDEXCONINTWISCHA
27 (+8)14 (+2)27 (+8)20 (+5)20 (+5)22 (+6)
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Saving Throws Str +16, Dex +10, Con +16, Int + 13, Wis +13, Cha +14
Skills Acrobatics +10, Athletics +16, Perception +23, Stealth +10
Damage Resistances poison, necrotic, thunder
Damage Immunities acid
Senses blindsight 180 ft., darkvision 240 ft., passive perception 33
Languages Aquan, Common, Draconic, Primordial
Challenge 27 (105,000 XP) Proficiency Bonus +8
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Amphibious. The dragon can breathe air and water.

Brutal. The dragon's melee attacks deal an extra 5 damage of the attacks type on a hit (included in the attack).

Colossal. The dragon's space is 30 feet by 30 feet and it has advantage on saving throws against being physically pushed or knocked prone by a Huge or smaller opponents.

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 16 (3d10) acid damage each round on initiative count 20 (loosing ties) and creatures that pass through or end their turn in the area take 16 (3d10) acid damage. If a creature is reduced to 0 by this effect it dissolved and can be restored to life only by means of a True Resurrection or a Wish spell.

Dragon Scales. The dragon has resistance to all damage from an attack or effect that originates 60 feet or more from the dragon. Additionally, the dragon is immune to all damage, except psychic damage, unless the attack or effect inflicts more than 5 hit points of damage, in which case it takes damage as normal.

Dragon Traits.* The dragon can use the following Dragon Tactics: crush, dive, flyby slam, multi-claw, shaped breath, snatch, strafing, sustained breath, tail sweep, throw, wing buffet

Magic Weapons. The dragon’s weapon attacks are considered very rare magical weapons.

Perceptive. The dragon has advantage on Wisdom (Perception) checks. Additionally, when the dragon succeeds on a Wisdom (Perception) check targeting a creature within 120 feet of it, the dragon learns the surface thoughts of the creature as in the spell detect thoughts.

Swamp Glide. While in a swamp, marsh, or similar environment, the dragon ignores difficult terrain caused by mud, plants, and organic debris.

Swamp Stealth. While in a swamp, marsh, or similar environment, if the dragon remains motionless it gains a +10 bonus on its Dexterity (Stealth) check . Additionally, if it is also in dim light or darkness, the dragon can take the Hide action as a bonus action.

Unstoppable. 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: +16 to hit, reach 20 ft., one target. Hit: 35 (4d10 + 13) piercing damage plus 21 (6d6) acid damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 27 (4d6 + 13) slashing damage and, if the dragon wishes, the target must make a DC 24 Strength saving throw or be knocked prone or pushed 15 feet, the dragon's choice.

Tail. Melee Weapon Attack: +16 to hit, reach 40 ft., one target. Hit: 31 (4d8 + 13) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 24 Strength saving throw or be stunned until the end of the dragon’s next turn.

Tail Sting. Melee Weapon Attack: +16 to hit, reach 40 ft., one target. Hit: 27 (4d6 + 13) piercing damage plus 17 (5d6) poison damage and target must succeed on a DC 24 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 180 feet of the dragon and aware of it must succeed on a DC 22 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 180-foot line that is 10 feet wide or eight 15-foot-by-15-foot contiguous areas within 100 feet of it. Each creature in the line or area must make a DC 24 Dexterity saving throw. On a failed saving throw the target takes 99 (18d10) acid damage and at that start of each of the target's turns it takes an additional 27 (5d10) 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 20 Intelligence (Nature) check to neutralize the poison, ending the continuing damage on a success. Additionally, any magic or active spell of 6th level or lower crossed by the line ends.

Recharge. The dragon recharges its breath weapon and it can use it on its next turn.

Dragon Magic (6/Day).* The dragon uses its innate magic, requiring no components, to create one of the following spell-like effects (spell save DC 22, +14 to hit with attacks) as if they are 9th level spells: acid splash (4d6), bestow curse, blight, cloudkill, harm, melf's acid arrow, stinking cloud, vitriolic sphere, & wall of thorns

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.
Lair Action. The dragon can use its Darkness or Grasping Water lair action, even if it is not in its lair.
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.
Tail Sweep (Costs 3 Actions). The dragon makes a tail attack on each creature within a 30-foot cone and it can then take the hide action if it is in a swamp or darkness. On a hit, the target is also knocked prone.
Vitriolic Spray (Costs 3 Actions). The dragon exhales acidic spittle in a 70-foot cone. Each creature in cone must make a DC 22 Dexterity saving throw, taking 27 (5d10) acid damage on a failed save, or half as much damage on a successful one.

---

*DM's Note: Dragon Magic and Dragon Traits provide more choices for the dragon. However, the inclusion or exclusion of this traits does not affect the CR of the dragon.
 
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dave2008

Legend
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Black Dragon by Toxart

Black Dragon, Ancient
Gargantuan dragon, chaotic evil
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Armor Class 22 (Natural Armor)
Hit Points 402 (23d20 + 161; bloodied 201)
Speed 60 ft., climb 60 ft., fly 160 ft., swim 70 ft.
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STRDEXCONINTWISCHA
25 (+7)16 (+3)25 (+7)18 (+4)18 (+4)20 (+5)
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Saving Throws Str +14, Dex +10, Con +14, Wis +11, Cha +12
Skills Acrobatics +10, Athletics +14, Perception +18, Stealth +10
Damage Resistances poison, necrotic
Damage Immunities acid
Senses blindsight 120 ft., darkvision 180 ft., passive perception 28
Languages Common, Draconic, Primordial
Challenge 23 (50,000 XP) Proficiency Bonus +7
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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 11 (2d10) acid damage each round on initiative count 20 (loosing ties) and creatures that pass through or end their turn in the area take 11 (2d10) acid damage.

Dragon Scales. The dragon has resistance to all damage from an attack or effect that originates 90 feet or more from the dragon.

Dragon Traits.* The dragon can use the following Dragon Tactics: crush, dive, flyby slam, multi-claw, snatch, strafing, tail sweep, throw, wing buffet

Magic Weapons. The dragon’s weapon attacks are considered rare magical weapons.

Perceptive. The dragon has advantage on Wisdom (Perception) checks. Additionally, when the dragon succeeds on a Wisdom (Perception) check targeting a creature within 90 feet of it, the dragon learns the surface thoughts of the creature as in the spell detect thoughts.

Swamp Glide. While in a swamp, marsh, or similar environment, the dragon ignores difficult terrain caused by mud, plants, and organic debris.

Swamp Stealth. While in a swamp, marsh, or similar environment, if the dragon remains motionless it gains a +10 bonus on its Dexterity (Stealth) check . Additionally, if it is also in dim light or darkness, the dragon can take the Hide action as a bonus action.

Unstoppable. 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: +14 to hit, reach 15 ft., one target. Hit: 29 (4d10 + 7) piercing damage plus 17 (5d6) acid damage.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) slashing damage and, if the dragon wishes, the target must make a DC 22 Strength saving throw or be knocked prone or pushed 10 feet, the dragon's choice.

Tail. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 22 Strength saving throw or be stunned until the end of the dragon’s next turn.

Tail Sting. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 21 (4d6 + 7) piercing damage plus 14 (4d6) poison damage and target must succeed on a DC 22 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 150 feet of the dragon and aware of it must succeed on a DC 20 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 150-foot line that is 10 feet wide or eight 15-foot-by-15-foot contiguous areas within 90 feet of it. Each creature in the line or area must make a DC 22 Dexterity saving throw. On a failed saving throw the target takes 88 (16d10) acid damage and at that start of each of the target's turns it takes an additional 22 (4d10) 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 17 Intelligence (Nature) check to neutralize the poison, ending the continuing damage on a success. Additionally, any magic or active spell of 5th level or lower crossed by the line ends.

Recharge. The dragon recharges its breath weapon and it can use it on its next turn.

Dragon Magic (5/Day).* The dragon uses its innate magic, requiring no components, to create one of the following spell-like effects (spell save DC 20, +12 to hit with attacks) as if they are 7th level spells: acid splash (3d6), bestow curse, blight, cloudkill, melf's acid arrow, stinking cloud, & vitriolic sphere

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.
Lair Action. The dragon can use its Darkness or Grasping Water lair action, even if it is not in its lair.
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.
Tail Sweep (Costs 3 Actions). The dragon makes a tail attack on each creature within a 30-foot cone and it can then take the hide action if it is in a swamp or darkness. On a hit, the target is also knocked prone.
Vitriolic Spray (Costs 3 Actions). The dragon exhales acidic spittle in a 60-foot cone. Each creature in cone must make a DC 22 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one.

---

*DM's Note: Dragon Magic and Dragon Traits provide more choices for the dragon. However, the inclusion or exclusion of this traits does not affect the CR of the dragon.
 
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dave2008

Legend
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Navarax, Black Dragon by OtterbirdArt

Black Dragon, Elder
Huge dragon, chaotic evil
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Armor Class 21 (Natural Armor)
Hit Points 300 (24d12 + 144; bloodied 150)
Speed 55 ft., climb 50 ft., fly 140 ft., swim 60 ft.
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STRDEXCONINTWISCHA
23 (+6)18 (+4)24 (+6)17 (+3)16 (+3)18 (+4)
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Saving Throws Dex +10, Con +12, Wis +9, Cha +10
Skills Acrobatics +10, Athletics +12, Perception +15, Stealth +10
Damage Resistances poison
Damage Immunities acid
Senses blindsight 120 ft., darkvision 180 ft., passive perception 25
Languages Common, Draconic
Challenge 19 (22,000 XP) Proficiency Bonus +6
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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 11 (2d10) acid damage each round on initiative count 20 (loosing ties) and creatures that pass through or end their turn in the area take 11 (2d10) acid damage.

Dragon Scales. The dragon has resistance to all damage from an attack or effect that originates 120 feet or more from the dragon.

Dragon Traits.* The dragon can use the following Dragon Tactics: crush, dive, flyby slam, multi-claw, snatch, strafing, tail sweep, throw, wing buffet

Magic Weapons. The dragon’s weapon attacks are considered uncommon magical weapons.

Perceptive. The dragon has advantage on Wisdom (Perception) checks. Additionally, when the dragon succeeds on a Wisdom (Perception) check targeting a creature within 60 feet of it, the dragon learns the surface thoughts of the creature as in the spell detect thoughts.

Swamp Glide. While in a swamp, marsh, or similar environment, the dragon ignores difficult terrain caused by mud, plants, and organic debris.

Swamp Stealth. While in a swamp, marsh, or similar environment, if the dragon remains motionless it gains a +10 bonus on its Dexterity (Stealth) check . Additionally, if it is also in dim light or darkness, the dragon can take the Hide action as a bonus action.

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: +12 to hit, reach 12 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 14 (4d6) acid damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage and, if the dragon wishes, the target must make a DC 20 Strength saving throw or be knocked prone or pushed 10 feet, the dragon's choice.

Tail. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 19 (3d8 + 6) 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: +12 to hit, reach 20 ft., one target. Hit: 16 (3d6 + 6) piercing damage plus 10 (3d6) poison damage and target must succeed on a DC 20 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 18 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 120-foot line that is 5 feet wide or eight 10-foot-by-10-foot contiguous areas within 70 feet of it. Each creature in the line or area must make a DC 20 Dexterity saving throw. On a failed saving throw the target takes 65 (12d10) acid damage and at that start of each of the target's turns it takes an additional 16 (3d10) 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 4th level or lower crossed by the line ends.

Recharge. The dragon recharges its breath weapon and it can use it on its next turn.

Dragon Magic (4/Day).* The dragon uses its innate magic, requiring no components, to create one of the following spell-like effects (spell save DC 18, +10 to hit with attacks) as if they are 6th level spells: acid splash (3d6), bestow curse, blight, melf's acid arrow, stinking cloud, & vitriolic sphere

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.
Lair Action. The dragon can use its darkness lair action, even if it is not in its lair.
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.
Vitriolic Spray (Costs 3 Actions). The dragon exhales acidic spittle in a 50-foot cone. Each creature in cone must make a DC 20 Dexterity saving throw, taking 16 (3d10) acid damage on a failed save, or half as much damage on a successful one.

---

*DM's Note: Dragon Magic and Dragon Traits provide more choices for the dragon. However, the inclusion or exclusion of this traits does not affect the CR of the dragon.
 
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dave2008

Legend
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Dungeons and Dragons - Black Dragon by polwalker

Black Dragon, Adult
Huge dragon, chaotic evil
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Armor Class 20 (Natural Armor)
Hit Points 237 (19d12 + 114; bloodied 118)
Speed 50 ft., climb 40 ft., fly 130 ft., swim 50 ft.
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STRDEXCONINTWISCHA
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 90 ft., darkvision 120 ft., passive perception 22
Languages Common, Draconic
Challenge 15 (13,000 XP) Proficiency Bonus +5
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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 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.

Swamp Stealth. While in a swamp, marsh, or similar environment, if the dragon remains motionless it gains a +10 bonus on its Dexterity (Stealth) check . Additionally, if it is also in dim light or darkness, the dragon can take the Hide action as a bonus action.

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 or five 10-foot-by-10-foot contiguous areas within 30 feet of it.. Each creature in the line or area 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 11 (2d10) 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.

Dragon Magic (3/Day).* The dragon uses its innate magic, requiring no components, to create one of the following spell-like effects (spell save DC 16 +8 to hit with attacks) as if they are 5th level spells: acid splash (2d6), melf's acid arrow, bestow curse, & stinking cloud

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.
Vitriolic Spray (Costs 3 Actions). The dragon exhales acidic spittle in a 40-foot cone. Each creature in cone must make a DC 18 Dexterity saving throw, taking 11 (2d10) acid damage on a failed save, or half as much damage on a successful one.

The dragon can use a bonus action on its turn to move the area of darkness up to 30 feet in a direction of its choice.

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*DM's Note: Dragon Magic and Dragon Traits provide more choices for the dragon. However, the inclusion or exclusion of this traits does not affect the CR of the dragon.
 
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dave2008

Legend
Black Dragon, Young Adult
Large dragon, chaotic evil
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Armor Class 19 (Natural Armor)
Hit Points 199 (19d10 + 95; bloodied 99)
Speed 40 ft., climb 30 ft., fly 110 ft., swim 40 ft.
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STRDEXCONINTWISCHA
19 (+4)18 (+4)20 (+5)14 (+2)13 (+1)16 (+3)
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Saving Throws Dex +8, Con +9, Wis +5, Cha +7
Skills Acrobatics +8, Athletics +8, Perception +9, Stealth +9
Damage Resistances poison
Damage Immunities acid
Senses blindsight 60 ft., darkvision 120 ft., passive perception 19
Languages Common, Draconic
Challenge 11 (7,200 XP) Proficiency Bonus +4
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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 4 (1d8) acid damage each round on initiative count 20 (loosing ties) and creatures that pass through or end their turn in the area take 4 (1d8) acid damage.

Dragon Traits.* The dragon can use the following Dragon Tactics: snatch, wing buffet

Keen Senses. The dragon has advantage on Wisdom (Perception) checks.

Magic Weapons. The dragon’s weapon attacks are considered magical weapons.

Swamp Glide. While in a swamp, marsh, or similar environment, the dragon ignores difficult terrain caused by mud, plants, and organic debris.

Swamp Stealth. While in a swamp, marsh, or similar environment, if the dragon remains motionless it gains a +10 bonus on its Dexterity (Stealth) check . Additionally, if it is also in dim light or darkness, the dragon can take the Hide action as a bonus action.

Unstoppable (2/Short Rest). At any time, requiring no action, the dragon can take 20 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 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: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) acid damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Tail Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 4 (1d8) poison damage.

Acid Breath (1/Rest). The dragon exhales acid in a 80-foot line that is 5 feet wide or six 5-foot-by-5-foot contiguous areas within 20 feet of it.. Each creature in the line or area must make a DC 17 Dexterity saving throw. On a failed saving throw the target takes 45 (8d10) acid damage and at that start of each of the target's turns it takes an additional 7 (2d6) 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.

Recharge. The dragon recharges its breath weapon and it can use it on its next turn.

Dragon Magic (3/Day).* The dragon uses its innate magic, requiring no components, to create one of the following spell-like effects (spell save DC 15, +7 to hit with attacks) as if they are 3rd level spells: acid splash (2d6), melf's acid arrow, & stinking cloud

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.

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*DM's Note: Dragon Magic and Dragon Traits provide more choices for the dragon. However, the inclusion or exclusion of this traits does not affect the CR of the dragon.
 
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