Black Dragon Species in The Voice of Honor Guild | World Anvil
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Black Dragon

Black Dragon Wyrmling

Medium Dragon, Chaotic Evil Armor Class 17 (natural armor)   Hit Points 33 (6d8 + 6)   Speed 30 ft., fly 60 ft., swim 30 ft.   STR: 15 (+2) DEX: 14 (+2) CON: 13 (+1) INT: 10 (+0) WIS: 11 (+0) CHA: 13 (+1)   Saving Throws Dex +4, Con +3, Wis +2, Cha +3   Skills Perception +4, Stealth +4   Damage Immunities acid   Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14   Languages Draconic   Challenge 2 (450 XP) Proficiency Bonus +2   Amphibious The dragon can breathe air and water.   Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage.   Acid Breath (Recharge 5–6). The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.

Young Black Dragon

Large Dragon, Chaotic Evil     Armor Class 18 (natural armor)   Hit Points 127 (15d10 + 45)   Speed 40 ft., fly 80 ft., swim 40 ft.   STR: 19 (+4) DEX: 14 (+2) CON: 17 (+3) INT: 12 (+1) WIS: 11 (+0) CHA: 15 (+2)   Saving Throws Dex +5, Con +6, Wis +3, Cha +5   Skills Perception +6, Stealth +5   Damage Immunities acid   Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16   Languages Common, Draconic   Challenge 7 (2,900 XP) Proficiency Bonus +3   Amphibious. The dragon can breathe air and water.   Multiattack. The dragon makes three attacks: one with its bite and two with its claws.   Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage.   Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.   Acid Breath (Recharge 5–6). The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.  

Adult Black Dragon

Huge Dragon, Chaotic Evil   Armor Class 19 (natural armor)   Hit Points 195 (17d12 + 85)   Speed 40 ft., fly 80 ft., swim 40 ft.   STR: 23 (+6) DEX: 14 (+2) CON: 21 (+5) INT: 14 (+2) WIS: 13 (+1) CHA: 17 (+3)   Saving Throws Dex +7, Con +10, Wis +6, Cha +8   Skills Perception +11, Stealth +7   Damage Immunities acid   Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21   Languages Common, Draconic   Challenge 14 (11,500 XP) Proficiency Bonus +5   Amphibious. The dragon can breathe air and water.   Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.   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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.   Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.   Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) 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 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 (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 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.     Legendary Actions   The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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 its turn.  
  • Detect. The dragon makes a Wisdom (Perception) check.
  • Tail Attack. The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) 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.
    Additional Lair Actions   At your discretion, a legendary (adult or ancient) black dragon can use one or more of the following additional lair actions while in its lair:  
  • Filth Burst. The dragon chooses a point on the ground it can see within 120 feet of it. A 20-foot-radius, 20-foot-high cylinder of watery filth centered on that point erupts from the ground until initiative count 20 on the next round. Each creature in the cylinder when it appears or that ends its turn there must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. The cylinder is difficult terrain.
  • Grasping Muck. Tendrils of roiling muck extend from the dragon's lair to grasp up to three creatures of the dragon's choice that it can see within the lair. A targeted creature must succeed on a DC 15 Strength saving throw or be restrained until initiative count 20 on the next round.
  • Noxious Gas. A bubble of swamp gas erupts in a 20-foot-radius sphere centered on a point the dragon can see within its lair. Each creature in the area must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    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.
    Additional Regional Effects   Any of these effects might appear in the area around a black dragon's lair, in addition to or instead of the effects described in the Monster Manual:  
  • Ennui. Creatures that spend a year within 10 miles of the dragon's lair are filled with listless despair.
  • Grating Spies. Trilling, obnoxious birds, bugs, and reptiles follow any Humanoid creatures unknown to the dragon within 6 miles of the lair, imposing disadvantage on Dexterity (Stealth) checks. The dragon can suppress this effect at will.
  • Rotting Domain. Stinging bugs are aggressive and the air is heavy with the odor of rot within 6 miles of the lair.
 

Ancient Black Dragon

Gargantuan Dragon, Chaotic Evil     Armor Class 22 (natural armor)   Hit Points 367 (21d20 + 147)   Speed 40 ft., fly 80 ft., swim 40 ft.   STR: 27 (+8) DEX: 14 (+2) CON: 25 (+7) INT: 16 (+3) WIS: 15 (+2) CHA: 19 (+4)   Saving Throws Dex +9, Con +14, Wis +9, Cha +11   Skills Perception +16, Stealth +9   Damage Immunities acid   Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26   Languages Common, Draconic   Challenge 21 (33,000 XP) Proficiency Bonus +7   Amphibious. The dragon can breathe air and water.   Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.     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: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage.   Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.   Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) 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 19 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 (Recharge 5–6). The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.     Legendary Actions   The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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 its turn.  
  • Detect. The dragon makes a Wisdom (Perception) check.
  • Tail Attack. The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) 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.
    Additional Lair Actions   At your discretion, a legendary (adult or ancient) black dragon can use one or more of the following additional lair actions while in its lair:  
  • Filth Burst. The dragon chooses a point on the ground it can see within 120 feet of it. A 20-foot-radius, 20-foot-high cylinder of watery filth centered on that point erupts from the ground until initiative count 20 on the next round. Each creature in the cylinder when it appears or that ends its turn there must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. The cylinder is difficult terrain.
  • Grasping Muck. Tendrils of roiling muck extend from the dragon's lair to grasp up to three creatures of the dragon's choice that it can see within the lair. A targeted creature must succeed on a DC 15 Strength saving throw or be restrained until initiative count 20 on the next round.
  • Noxious Gas. A bubble of swamp gas erupts in a 20-foot-radius sphere centered on a point the dragon can see within its lair. Each creature in the area must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    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.
    Additional Regional Effects   Any of these effects might appear in the area around a black dragon's lair, in addition to or instead of the effects described in the Monster Manual:  
  • Ennui. Creatures that spend a year within 10 miles of the dragon's lair are filled with listless despair.
  • Grating Spies. Trilling, obnoxious birds, bugs, and reptiles follow any Humanoid creatures unknown to the dragon within 6 miles of the lair, imposing disadvantage on Dexterity (Stealth) checks. The dragon can suppress this effect at will.
  • Rotting Domain. Stinging bugs are aggressive and the air is heavy with the odor of rot within 6 miles of the lair.
 

Black Greatwyrm

Gargantuan Dragon, Chaotic Evil     Armor Class 22 (natural armor)   Hit Points 533 (26d20 + 260)   Speed 60 ft., burrow 60 ft., fly 120 ft., swim 60 ft.   STR: 30 (+10) DEX: 14 (+2) CON: 30 (+10) INT: 21 (+5) WIS: 20 (+5) CHA: 26 (+8)   Saving Throws Dex +10, Con +18, Wis +13, Cha +16   Skills Intimidation +16, Perception +21, Stealth +10   Damage Immunities acid   Condition Immunities charmed, frightened, poisoned   Senses truesight 120 ft., passive Perception 31   Languages Common, Draconic   Challenge 27 (105,000 XP, or 210,000 XP as a mythic encounter) Proficiency Bonus +8   Chromatic Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 425 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 105,000 XP (210,000 XP total) for defeating the greatwyrm after its Chromatic Awakening activates.   Legendary Resistance (4/Day). If the greatwyrm fails a saving throw, it can choose to succeed instead.   Unusual Nature. The greatwyrm doesn't require food or drink.   Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.   Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 13 (2d12) force damage.   Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled this way at a time.   Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.   Breath Weapon (Recharge 5–6). The greatwyrm exhales a blast of energy in a 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw. On a failed save, the creature takes 78 (12d12) acid damage. On a successful save, the creature takes half as much damage.     Legendary Actions   The black greatwyrm can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The black greatwyrm regains spent legendary actions at the start of its turn.   Attack. The greatwyrm makes one Claw or Tail attack.   Wing Attack (Costs 2 Actions). The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The greatwyrm can then fly up to half its flying speed.   Arcane Spear (Costs 3 Actions). The greatwyrm creates four spears of magical force. Each spear hits a creature of the greatwyrm's choice it can see within 120 feet of it, dealing 12 (1d8 + 8) force damage to its target, then disappears.     Mythic Actions   If the greatwyrm's Chromatic Awakening trait has activated in the last hour, it can use the options below as legendary actions.   Bite. The greatwyrm makes one Bite attack.   Chromatic Flare (Costs 2 Actions). The greatwyrm flares with elemental energy. Each creature in a 60-foot-radius sphere centered on the greatwyrm must succeed on a DC 26 Dexterity saving throw or take 22 (5d8) acid damage.

Basic Information

Genetics and Reproduction

Black dragons are not noted as good parents, relying more upon disguise and hiding to protect their eggs than upon guarding them. Black dragon eggs must be submerged in strong acid while incubating.

Ecology and Habitats

A black dragon typically lairs in a large cave or underground chamber next to a swamp or murky pond. Their lairs always have two entrances: one underwater through the adjacent swamp/pond, and one above-ground, disguised amidst the undergrowth. In combat, black dragons prefer ambushes to straightforward fighting.

Dietary Needs and Habits

Black dragons are fierce hunters that will normally attack from the water. They will often prey on fish, crabs, birds, turtles, crocodiles, lizardfolk, chuuls, hydras, and green dragons that are smaller and younger than they are.

Behaviour

Black dragons are the most vile-tempered and cruel of all chromatic dragons, apart from their love of bargaining. They are vicious and ruthless adversaries, and their acidic bile can easily work its way under the heaviest armor. Their heavily wooded habitats prevent them from flying very high in combat.  Their wyrmlings (babies) are exceptionally cruel with insatiable appetites for nearly anything organic.

Additional Information

Facial characteristics

Black dragons are distinguished by their horns, which protrude from the sides of their heads and wrap around, projecting forward, a longer body and thinner tail.[32] A large frill adorns the upper part of the neck.
Notable Characters
  • Solomon Trevel 
  • Lunes Trevel 
  • Ketu Trevel 
  • Balor Trevel 
Scientific Name
Dragon
Average Physique
With deep-socketed eyes and broad nasal openings, a black dragon's face resembles a skull. Its curving, segmented horns are bone-colored near the base and darken to dead black at the tips. As a black dragon ages, the flesh around its horns and cheekbones deteriorates as though eaten by acid, leaving thin layers of hide that enhance its skeletal appearance. A black dragon's head is marked by spikes and horns. Its tongue is flat with a forked tip, drooling slime whose acidic scent adds to the dragon's reek of rotting vegetation and foul water.
Body Tint, Colouring and Marking
When it hatches, a black dragon has glossy black scale. As it ages, its scales become thicker and duller, helping it blend in to the marshes and blasted ruins that are its home. The oldest black dragons appear almost purple in color

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