dave2008
Legend
Black Dragon, Juvenile
Large dragon, chaotic evil
Armor Class 18 (Natural Armor)
Hit Points 123 (13d10 + 52; bloodied 61)
Speed 40 ft., climb 25 ft., fly 90 ft., swim 40 ft.
Saving Throws Dex +7, Con +7, Wis +4, Cha +6
Skills Acrobatics +7, Athletics +6, Perception +7, Stealth +7
Damage Immunities acid
Senses blindsight 50 ft., darkvision 120 ft., passive perception 17
Languages Common, Draconic
Challenge 7 (2,900 XP) Proficiency Bonus +3
Amphibious. The dragon can breathe air and water.
Keen Senses. The dragon has advantage on Wisdom (Perception) checks.
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 has advantage on a Dexterity (Stealth) check.
Unstoppable (1/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 or tail or tail sting.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage plus 5 (1d10) acid damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.
Tail Sting. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 3 (1d6) poison damage.
Acid Breath (1/Rest). The dragon exhales acid in a 50-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 38 (7d10) acid damage on a failed save, or half as much damage on a successful one.
Recharge. The dragon recharges its breath weapon and it can use it on its next turn.
Dragon Magic (2/Day).* The dragon uses its innate magic, requiring no components, to create one of the following spell-like effects (spell save DC 13, +5 to hit with attacks) as if they are 2nd level spells: acid splash & melf's acid arrow
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*DM's Note: Dragon Magic provides more choices for the dragon. However, the inclusion or exclusion of this traits does not affect the CR of the dragon.
Large dragon, chaotic evil
Armor Class 18 (Natural Armor)
Hit Points 123 (13d10 + 52; bloodied 61)
Speed 40 ft., climb 25 ft., fly 90 ft., swim 40 ft.
STR | DEX | CON | INT | WIS | CHA |
17 (+3) | 19 (+4) | 18 (+4) | 13 (+1) | 12 (+1) | 14 (+2) |
Saving Throws Dex +7, Con +7, Wis +4, Cha +6
Skills Acrobatics +7, Athletics +6, Perception +7, Stealth +7
Damage Immunities acid
Senses blindsight 50 ft., darkvision 120 ft., passive perception 17
Languages Common, Draconic
Challenge 7 (2,900 XP) Proficiency Bonus +3
Amphibious. The dragon can breathe air and water.
Keen Senses. The dragon has advantage on Wisdom (Perception) checks.
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 has advantage on a Dexterity (Stealth) check.
Unstoppable (1/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 or tail or tail sting.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage plus 5 (1d10) acid damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.
Tail Sting. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 3 (1d6) poison damage.
Acid Breath (1/Rest). The dragon exhales acid in a 50-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 38 (7d10) acid damage on a failed save, or half as much damage on a successful one.
Recharge. The dragon recharges its breath weapon and it can use it on its next turn.
Dragon Magic (2/Day).* The dragon uses its innate magic, requiring no components, to create one of the following spell-like effects (spell save DC 13, +5 to hit with attacks) as if they are 2nd level spells: acid splash & melf's acid arrow
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*DM's Note: Dragon Magic provides 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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