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-Âfoot 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.
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 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.
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.
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.
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.
Odd observation: This monster is only CR 14 according to the DMG rules if it weren't legendary. if you add 45 damage (3 tail attacks) to the 67 damage it does on average without legendary action, it becomes CR 17. I feel like it should say "Monster is CR 14. If you would like to make it legendary, add the following legendary options and calculate the encounter as if it were CR 17". Either play testing has shown something I can't know just from looking at the stat block, or i'm doing something wrong. If I'm doing something wrong, i'd love to have it clearly explained so I can truly understand why the stat block assumes it's legendary when the CR does not.
The CR is due to the dragon having the hit points of a CR 9 creature; defense rating (hit points, armor class) and offense rating (hit bonus, damage per round) are averaged when determining a creature's CR. Put a group of level 17 adventurers against 195 hit points and they'll kill the dragon in half a round. It's even a relatively quick kill for level 14 adventurers as long as they can endure the higher-than-average damage.
Odd observation... Potato
i love dragons
Woah that IS a monster
Epic
In my last session me (the highest level character, at level 7), a level 6, and two level 4s took one of these down with the power of prep time and the insane amount of pets and allies we have. Apparently combat goes pretty fast when you bring a Winter Wolf, a Phase Spider, a Gladiator, and a Bulette to the fight with the party. And the prep time we had was insanely useful.
thats alot
I mean yeah you brought an almost 70 extra damage a turn (assuming they all hit) to the fight vs something with less then 200 HP.
Action Economy for the win, folks
Gonna have this kill the bbeg then be the bbeg what do u think
Okey, I do have a question. Some creatures (werecreatures for example) have immunity to nonmagical physical attacks. That does apply against other monsters as well, correct? So like a werebear could tank 6 dragons at once if not for their breath attacks and a lowly wererat could play hide and seek with it?
I mean of course if the dragon grabs the weresomething flies up in the air and drops it the problem is solved, but it just feels weird that certain weak creatures would have a really strong setup against a dragon.
"If you would like to make it legendary"
ALL of these are legendary creatures.
There is no Non-Legendary version.
Hope that clarifies.
That is on EPIC DRAGON!!!
bruh i have a level 5 party that took this out in 2 rounds
there are 4 of them
help
.
What kind of items do they have? I don't think that should be possible unless the dragon wasn't played to its full potential and/or they are power gamers and have really good items. My brother and I killed two wyverns (each cr 6) as two level 6 fighters because the DM didn't utilize the wyverns mobility appropriately. He let us land lock the creatures and we killed them both crazy fast. Did something like that happen or are they that strong?
I'm new to DnD and still learning it. Would this be a good monster choice?
it has good loot and is a fun encounter, so i would say yes
nice, okay thx.