Adult Black Dragon | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Adult Black Dragon CR: 17

Huge dragon, any
Armor Class: 20 (14 + Dex + Con)
Hit Points: 179 (17d12+(17*Con))
Speed: 40 ft , fly: 80 ft , burrow: 30 ft , swim: 30 ft

STR

16 +3

DEX

14 +2

CON

18 +4

INT

22 +6

WIS

22 +6

CHA

14 +2

Saving Throws: Dex +8, Con +10, Wis +12, Cha +8
Skills: History +12, Medicine +12, Perception +12, Stealth +8
Damage Immunities: Acid
Senses: blindsight 60 ft., darkvision 120 ft.
Languages: Common, Draconic
Challenge Rating: 17

Unique. Instead of using the presented stats, you can instead use a point buy system with 68 points or a rolled system of 5d6 drop lowest, with a +3, two +2s and a +1. Also you can replace any of the listed Skill Proficiencies, except Perception and Stealth, with any skill, or gain expertise in skill you're already proficient in.   Amphibious. The dragon can breathe air and water.   Veil Dancer. When the dragon drops to 0 hit points, without dying, it gains a number of temporary hit points equal to half of it's hit point maximum. The dragon loses 5 temporary hit points at the end of each of it's turns, the last of these temporary hit points cannot be lost in this fashion. Also the dragon can be conscious whilst only having temporary hit points.   Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.   Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: (2d10 + 3) piercing damage plus (1d8)acid damage.   Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (2d6 + 3) slashing damage.   Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: (2d8 + 3) bludgeoning damage.   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 16 (8 + Prof + Cha) 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.   Conjure Undead. Summon 3d4 undead (the dragon chooses weather each one is a zombie or a skeleton), these undead cannot be summoned within 5ft of a creature other than the dragon, these undead take their turn immediately before the dragon. These undead have immunity to acid damage and deal an extra 1d4 acid damage on a hit with a melee attacks. This undead last for 1 hour or until the dragon uses this action again. The dragon can use this action a number of times equal to half it’s proficiency bonus.   Acid Breath (Recharge 5-6). The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 (8 + Prof + Dex) Dexterity saving throw, taking 77 (17d8) acid damage on a failed save, or half as much damage on a successful one.   Change Shape. The dragon magically polymorphs into a Humanoid or beast that has a Challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any Equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the Dragon retains its Alignment, Hit Points, Hit Dice, ability to speak, Proficiencies, Legendary Resistance, lair Actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its Statistics and capabilities are otherwise replaced by those of the new form, except any Class Features or legendary Actions of that form.

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. The dragon regains spent legendary actions at the start of their turn.   Detect. The dragon makes a Wisdom (Perception) check.   Tail Attack. The dragon makes a tail attack.   Return. The dragon chooses one of the undead summoned by it's Conjure Undead ability, to explode in acid, all creatures within 5ft of the undead must succeed a DC 20 (8 + Prof + Wis) Dexterity saving throw, taking acid damage equal to twice the undead's current hit points on a failed save, or half as much damage on a successful one. The Undead then dies instantly.   Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 17 (8 + Prof + Str) Dexterity saving throw or take 10 (2d6 + 3) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair Actions

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.

Black dragons dwell in swamps on the frayed edges of civilization. A black dragon’s lair is a dismal cave, grotto, or ruin that is at least partially flooded, providing pools where the dragon rests, and where its victims can ferment. The lair is littered with the acid-pitted bones of previous victims and the fly-ridden carcasses of fresh kills, watched over by crumbling statues. Centipedes, scorpions, and snakes infest the lair, which is filled with the stench of death and decay.

Regional Effects

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.


Created by

Noble 7.

Statblock Type

Monster

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