Adult Black Dragon

Black Dragon, Adult

Huge dragon, chaotic evil

14
Challenge Rating
11500 XP

With sleek, obsidian scales reflecting a sinister sheen, the adult black dragon exudes an aura of malevolence. Its massive wings stretch wide, enabling swift flight through shadowed skies. Its fanged maw drips with toxic venom, while its eyes gleam with wicked intelligence. Cunning and ruthless, it dwells in murky swamps and cavernous lairs, commanding fear and respect from lesser creatures. Its acidic breath melts armor and flesh, and its sharp claws rend through prey effortlessly. The dragon’s presence is an ominous omen, a harbinger of destruction and chaos. Beware the wrath of the adult black dragon, for its cunning and power are unmatched.

Special Abilities

Amphibious

The dragon can breathe air and water.

Legendary Resistance

If the dragon fails a saving throw, it can choose to succeed instead.

Usage: 3 per day

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: +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: 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

  • 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 ft. 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

  1. Poisonous Whispers: On initiative count 20 (losing initiative ties), the dragon can whisper a deadly curse that fills the air with a toxic miasma. Each creature of the dragon’s choice within 60 feet of it must succeed on a DC 15 Constitution saving throw or become poisoned until the end of their next turn. While poisoned in this way, the creature cannot regain hit points.
  2. Acidic Fog: The dragon can cause thick, corrosive fog to rise from the ground in a 20-foot radius centered on a point it can see within 120 feet of it. The area becomes heavily obscured. Creatures that start their turn in the fog or enter it for the first time on a turn take 5 (1d10) acid damage.
  3. Marshland Grasp: The dragon can animate the water and mud within its lair to grasp and hold its foes. The dragon targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Strength saving throw or be restrained until the end of the dragon’s next turn. A creature can use its action to attempt a DC 14 Strength check, freeing itself on a success.

Black Dragon Regional Effects

  • Poisoned Waters: Water sources within 1 mile of the dragon’s lair become tainted and undrinkable. Any creature that drinks such water must make a DC 13 Constitution saving throw or be poisoned for 1 hour.
  • Acid Rain: Light rains in the region are acidic, causing minor but noticeable environmental damage. Plants are often discolored or wilted, and exposed metals corrode over time. Creatures caught in the rain without protection may feel a slight burning sensation but take no actual damage.
  • Eerie Mist: A perpetual mist lingers within 1 mile of the lair, especially strong during the night and early morning. Visibility is reduced to 60 feet, and sound seems muffled, making it harder to detect creatures by hearing. This effect also adds an eerie, unsettling atmosphere to the region, often leaving travelers uneasy.
Armor Class: 19 (natural armor)
Hit Points: 195 (17d12+85)
Speed: 40 ft. (walk), 80 ft. (fly), 40 ft. (swim)
str
23
+6
dex
14
+2
con
21
+5
int
14
+2
wis
13
+1
cha
17
+3
Damage Immunities: acid
Proficiency Bonus: +5

Proficiencies

  • Saving Throw: DEX +7
  • Saving Throw: CON +10
  • Saving Throw: WIS +6
  • Saving Throw: CHA +8
  • Skill: Perception +11
  • Skill: Stealth +7

Senses

  • Passive Perception: 21
  • Blindsight: 60′
  • Darkvision: 120′
Languages: Common, Draconic
Environment: Swamp

Credits: SRD 5.1