An ancient black dragon is a formidable and terrifying creature of immense size and power. Its sleek and sinewy body stretches to great lengths, covered in thick, scaly black hide that glistens with a hint of green in certain light. The dragon’s eyes are like two glowing orbs of deep crimson, filled with cunning and malevolence. Its jagged teeth and razor-sharp claws are capable of rending steel and tearing through flesh with ease. Wings span wide, enabling it to soar through the skies with deadly agility. The dragon’s breath is a corrosive acid, capable of melting through armor and dissolving flesh. Its lair is often found in remote and treacherous locations, surrounded by dark and murky waters that it calls home. The ancient black dragon is known for its cunning nature, laying intricate plans and using deception to further its own interests. It is a creature of darkness and shadow, striking fear into the hearts of those who dare to challenge it.
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:+ 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: 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
- 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 ft. 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
- 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.
- 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.
- 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.
Damage Immunities
acidProficiencies
- Saving Throw: DEX +9
- Saving Throw: CON +14
- Saving Throw: WIS +9
- Saving Throw: CHA +11
- Skill: Perception +16
- Skill: Stealth +9
Senses
- Passive Perception: 26
- Blindsight: 60′
- Darkvision: 120′
Languages
Common, DraconicEnvironment
SwampCredits: SRD 5.1