Black Dragon


 

Black Dragon Wyrmling, CR 2

Medium dragon, chaotic evil
Armor Class 17
Hit Points 33 ( 6d8+6 )
Spell Points
Speed 30ft Fly: 60ft Swim: 30ft

STR

15
+2

DEX

15
+2

CON

13
+1

INT

10
+0

WIS

11
+0

CHA

13
+1

Proficiency Bonus 2
Saving Throws Dex 1d20+4 , Con 1d20+3 , Wis 1d20+2 , Cha 1d20+3
Skills Perception 1d20+4 , Stealth 1d20+4
Damage Immunities Acid
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 12
Languages Draconic

Special Abilites

Amphibious. The dragon can breathe air and water.   Tropical Adaptation. The dragon ignores the effects of warm weather.

Actions

Bite. Melee Attack: 1d20+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.

Legendary Actions

The dragon can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The dragon regains spent epic actions at the start of its turn.   Detect. The dragon makes a Wisdom (Perception) check.   Bite Attack. The dragon makes a bite attack.



 
 

 

Young Black Dragon, CR 7

Large dragon, chaotic evil
Class Wizard 5,
Armor Class 18
Hit Points 127 ( 15d10+45 )
Spell Points 20
Speed 40ft Fly: 80ft Swim: 40ft

STR

18
+4

DEX

15
+2

CON

17
+3

INT

13
+1

WIS

11
+0

CHA

15
+2

Proficiency Bonus 3
Saving Throws Dex 1d20+5 , Con 1d20+6 , Wis 1d20+3 , Cha 1d20+5
Skills Perception 1d20+6 , Stealth 1d20+5
Damage Immunities Acid
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 14
Languages Common, Draconic

Spellcasting

The dragon is an 5th-level Arcane Spellcaster (max spell rank 3). Its spellcasting ability is Intelligence (Spell Save DC 12, 1d20+4 to hit with Spell Attacks).   Common spells:
1st Rank: Acid Splash, Charm Person, Chill Touch, Detect Magic, Fire Bolt, Identify Spell, Light, Mage Hand, Magic Missile, Produce Flame
2nd Rank: Alter Self, Invisibility, Knock, Mirror Image, Scorching Ray, Suggestion
3rd Rank: Animate Dead, Clairvoyance, Darkness, Dispel Magic, Nondetection, Vampiric Touch

Special Abilites

Amphibious. The dragon can breathe air and water.   Tropical Adaptation. The dragon ignores the effects of warm weather.

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.   Bite. Melee Attack: 1d20+7 to hit, reach 10 ft., one target. Hit: 15 ( 2d10+4 ) Piercing Damage plus 4 ( 1d8 ) Acid Damage.   Claw. Melee Attack: 1d20+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.   Cast a Spell. The dragon casts a Wizard Spell of Spell Rank 3 or lower.

Legendary Actions

The dragon can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The dragon regains spent epic 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 11 ( 2d6+4 ) Bludgeoning Damage and be knocked Prone. The dragon can then fly up to half its flying speed.



 
 

 

Adult Black Dragon, CR 14

Huge dragon, chaotic evil
Class Wizard 9,
Armor Class 19
Hit Points 195 ( 17d12+85 )
Spell Points 54
Speed 40ft Fly: 80ft Swim: 40ft

STR

20
+6

DEX

15
+2

CON

19
+5

INT

15
+2

WIS

13
+1

CHA

17
+3

Proficiency Bonus 5
Saving Throws Dex 1d20+7 , Con 1d20+10 , Wis 1d20+6 , Cha 1d20+8
Skills Perception 1d20+11 , Stealth 1d20+7
Damage Immunities Acid
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 19
Languages Common, Draconic

Spellcasting

Special Abilites

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.   Tropical Adaptation. The dragon ignores the effects of warm weather.

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 Attack: 1d20+11 to hit, reach 10 ft., one target. Hit: 17 ( 2d10+6 ) Piercing Damage plus 4 ( 1d8 ) Acid Damage.   Claw. Melee Attack: 1d20+11 to hit, reach 5 ft., one target. Hit: 13 ( 2d6+6 ) Slashing Damage.   Tail. Melee Attack: 1d20+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.   Cast a Spell. The dragon casts a Wizard Spell of Spell Rank 5 or lower.

Legendary Actions

The dragon can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The dragon regains spent epic 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.



 
 
 

 

Ancient Black Dragon, CR 21

Gargantuan dragon, chaotic evil
Class Wizard 17,
Armor Class 22
Hit Points 367 ( 21d20+147 )
Spell Points 187
Speed 40ft Fly: 80ft Swim: 40ft

STR

22
+8

DEX

16
+2

CON

21
+7

INT

17
+3

WIS

16
+2

CHA

18
+4

Proficiency Bonus 7
Saving Throws Dex 1d20+9 , Con 1d20+14 , Wis 1d20+9 , Cha 1d20+11
Skills Perception 1d20+16 , Stealth 1d20+9
Damage Immunities Acid
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Draconic

Spellcasting

The dragon is an 17th-level Arcane Spellcaster (max spell rank 9). Its spellcasting ability is Intelligence (Spell Save DC 18, 1d20+10 to hit with Spell Attacks).   Common spells:
1st Rank: Acid Splash, Charm Person, Chill Touch, Detect Magic, False Life, Fire Bolt, Identify Spell, Light, Mage Hand, Magic Missile, Mending, Prestidigitation, Produce Flame, Protection from Evil and Good, Shocking Grasp, Sleep, Thunderwave, Vicious Mockery
2nd Rank: Alter Self, Arcane Lock, Continual Flame, Detect Thoughts, Enthrall, Gust of Wind, Heat Metal, Invisibility, Knock, Locate Object, Magic Mouth, Magic Weapon, Mirror Image, Scorching Ray, Shatter, Suggestion
3rd Rank: Animate Dead, Acid Arrow, Clairvoyance, Counterspell, Darkness, Dispel Magic, Fireball, Glyph of Warding, Lightning Bolt, Magic Circle, Major Image, Nondetection, Protection from Energy, Sending, Stinking Cloud, Vampiric Touch
4th Rank: Banishment, Blight, Fire Shield, Freedom of Movement, Greater Invisibility, Hallucinatory Terrain, Locate Creature, Polymorph, Private Sanctum, Secret Chest Spell, Wall of Fire
5th Rank: Cloudkill, Contact Other Plane, Cone of Cold, Contagion, Dispel Evil and Good, Dominate Person, Dream, Geas, Legend Lore, Mislead, Modify Memory, Scry Spell, Seeming, Telekinesis, Telepathic Bond, Teleportation Circle, Wall of Force,
6th Rank: Chain Lightning, Circle of Death Contingency, Guards and Wards, Instant Summons, Mass Suggestion, Programmed Illusion, True Seeing, Wall of Ice
7th Rank: Finger of Death, Mirage Arcane, Project Image, Sequester, Symbol, Teleport
8th Rank: Antimagic Field, Antipathy/Sympathy, Demiplane, Dominate Monster, Incendiary Cloud, Maze, Mind Blank, Power Word Stun
9th Rank: Foresight, Gate, Power Word Kill, Time Stop,     Multispellcasting. The dragon can cast an extra spell with a Casting Time of 1 Action when it chooses the Cast a Spell action, and when the other spell also has a casting time of 1 action.

Special Abilites

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.   Tropical Adaptation. The dragon ignores the effects of warm weather.

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 Attack: 1d20+15 to hit, reach 15 ft., one target. Hit: 19 ( 2d10+8 ) Piercing Damage plus 4 ( 1d8 ) Acid Damage.   Claw. Melee Attack: 1d20+15 to hit, reach 10 ft., one target. Hit: 15 ( 2d6+8 ) Slashing Damage.   Tail. Melee Attack: 1d20+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.   Cast a Spell. The dragon casts a Wizard Spell of any Spell Rank. It can cast two spells if they both have a Casting Time of 1 Action or less.

Legendary Actions

The dragon can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The dragon regains spent epic 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 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.



 
 

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