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5e Updates: Monstrous Compendium
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<blockquote data-quote="dave2008" data-source="post: 8096415" data-attributes="member: 83242"><p><span style="font-size: 22px">A B</span><span style="font-size: 18px">LACK</span><span style="font-size: 22px"> D</span><span style="font-size: 18px">RAGON'S</span><span style="font-size: 22px"> L</span><span style="font-size: 18px">AIR</span></p><p>Black dragons are found in swamps, marshes, rain forests, and jungles. They revel in a steamy environment where canopies of trees filter out most of the sunlight, swarms of insects fill the air, and stagnant moss-covered ponds lie in abundance. Black dragons are excellent swimmers and enjoy lurking in the gloomy depths of swamps and bogs. They also are graceful in flight; however, they prefer to fly at night when their great forms are hidden by the darkness of the sky.</p><p></p><p>A dragon in its lair is a more dangerous opponent. Raise the dragons CR by one when it is encountered in its lair.</p><p></p><p><span style="font-size: 18px">L</span>AIR<span style="font-size: 18px"> A</span>CTIONS</p><p>An adult or older black dragon can use lair actions while in its lair. As the dragon ages, these effect become more potent. 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:</p><ul> <li data-xf-list-type="ul"><em><strong>Clairaudience. </strong></em>The dragon can hear sounds at a location it chooses within its lair as if it was there. This affect last until the dragon uses a lair action to relocate its clairaudience to another location, it uses a different lair action, or it losses concentration as if concentrating on a spell. The dragon can also end the effect at will (no action).</li> <li data-xf-list-type="ul"><strong><em>Grasping Water. </em></strong>The dragon magically controls pools of water that it can see within 120 feet of it, making them 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.<ul> <li data-xf-list-type="ul">Ancient: Increase the range to 180 feet and the reach and pull to 30 feet. Additionally, increase the save DC to 17.</li> <li data-xf-list-type="ul">Great Wyrm: Increase the range to 240 feet and the reach and pull to 40 feet. Additionally, increase the save DC to 20.</li> </ul></li> <li data-xf-list-type="ul"><strong><em>Insect Swarm. </em></strong>The dragon summons a cloud of swarming insects that fill 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.<ul> <li data-xf-list-type="ul">Ancient: Increase the range to 180 feet and the swarm to a 30-foot radius. Additionally, increase the saving throw DC to 17 and the damage 16 (5d6) piercing.</li> <li data-xf-list-type="ul">Great Wyrm: Increase the range to 240 feet and the swarm to a 40-foot radius. Additionally, increase the saving throw DC to 20 and the damage 24 (7d6) piercing.</li> </ul></li> <li data-xf-list-type="ul"><strong><em>Darkness. </em></strong>The dragon conjures magical darkness that 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.<ul> <li data-xf-list-type="ul">Ancient: Increase the range to 90 feet and the sphere to a 20-foot radius. Additionally, the darkness will dispel magical light created by a 3rd level spell or lower.</li> <li data-xf-list-type="ul">Great Wyrm: Increase the range to 120 feet and the sphere to a 30-foot radius. Additionally, the darkness will dispel magical light created by a 4th level spell or lower.</li> </ul></li> </ul><p><strong>Regional Effects</strong></p><p>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:</p><ul> <li data-xf-list-type="ul">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.<ul> <li data-xf-list-type="ul">Ancient: Increase the radius to 8 miles.</li> <li data-xf-list-type="ul">Great Wyrm: Increase the radius to 10 miles.</li> </ul></li> <li data-xf-list-type="ul">Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.<ul> <li data-xf-list-type="ul">Ancient: Increase the radius to 2 miles.</li> <li data-xf-list-type="ul">Great Wyrm: Increase the radius to 4 miles.</li> </ul></li> <li data-xf-list-type="ul">Fog lightly obscures the land within 6 miles of the lair.<ul> <li data-xf-list-type="ul">Ancient: Increase the radius to 8 miles.</li> <li data-xf-list-type="ul">Great Wyrm: Increase the radius to 10 miles.</li> </ul></li> </ul><p>If a creature makes a successful DC 15 Intelligence (Nature) check after observing one of these effects, it successfully ascertains that the cause of the effect is that a red dragon's lair is in the area. The creature has advantage on the check if it has observed two or more of the regional effects. If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days.</p></blockquote><p></p>
[QUOTE="dave2008, post: 8096415, member: 83242"] [SIZE=6]A B[/SIZE][SIZE=5]LACK[/SIZE][SIZE=6] D[/SIZE][SIZE=5]RAGON'S[/SIZE][SIZE=6] L[/SIZE][SIZE=5]AIR[/SIZE] Black dragons are found in swamps, marshes, rain forests, and jungles. They revel in a steamy environment where canopies of trees filter out most of the sunlight, swarms of insects fill the air, and stagnant moss-covered ponds lie in abundance. Black dragons are excellent swimmers and enjoy lurking in the gloomy depths of swamps and bogs. They also are graceful in flight; however, they prefer to fly at night when their great forms are hidden by the darkness of the sky. A dragon in its lair is a more dangerous opponent. Raise the dragons CR by one when it is encountered in its lair. [SIZE=5]L[/SIZE]AIR[SIZE=5] A[/SIZE]CTIONS An adult or older black dragon can use lair actions while in its lair. As the dragon ages, these effect become more potent. 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: [LIST] [*][I][B]Clairaudience. [/B][/I]The dragon can hear sounds at a location it chooses within its lair as if it was there. This affect last until the dragon uses a lair action to relocate its clairaudience to another location, it uses a different lair action, or it losses concentration as if concentrating on a spell. The dragon can also end the effect at will (no action). [*][B][I]Grasping Water. [/I][/B]The dragon magically controls pools of water that it can see within 120 feet of it, making them 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. [LIST] [*]Ancient: Increase the range to 180 feet and the reach and pull to 30 feet. Additionally, increase the save DC to 17. [*]Great Wyrm: Increase the range to 240 feet and the reach and pull to 40 feet. Additionally, increase the save DC to 20. [/LIST] [*][B][I]Insect Swarm. [/I][/B]The dragon summons a cloud of swarming insects that fill 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. [LIST] [*]Ancient: Increase the range to 180 feet and the swarm to a 30-foot radius. Additionally, increase the saving throw DC to 17 and the damage 16 (5d6) piercing. [*]Great Wyrm: Increase the range to 240 feet and the swarm to a 40-foot radius. Additionally, increase the saving throw DC to 20 and the damage 24 (7d6) piercing. [/LIST] [*][B][I]Darkness. [/I][/B]The dragon conjures magical darkness that 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. [LIST] [*]Ancient: Increase the range to 90 feet and the sphere to a 20-foot radius. Additionally, the darkness will dispel magical light created by a 3rd level spell or lower. [*]Great Wyrm: Increase the range to 120 feet and the sphere to a 30-foot radius. Additionally, the darkness will dispel magical light created by a 4th level spell or lower. [/LIST] [/LIST] [B]Regional Effects[/B] 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: [LIST] [*]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. [LIST] [*]Ancient: Increase the radius to 8 miles. [*]Great Wyrm: Increase the radius to 10 miles. [/LIST] [*]Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes. [LIST] [*]Ancient: Increase the radius to 2 miles. [*]Great Wyrm: Increase the radius to 4 miles. [/LIST] [*]Fog lightly obscures the land within 6 miles of the lair. [LIST] [*]Ancient: Increase the radius to 8 miles. [*]Great Wyrm: Increase the radius to 10 miles. [/LIST] [/LIST] If a creature makes a successful DC 15 Intelligence (Nature) check after observing one of these effects, it successfully ascertains that the cause of the effect is that a red dragon's lair is in the area. The creature has advantage on the check if it has observed two or more of the regional effects. If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days. [/QUOTE]
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