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.
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.
The DM giveth, and the DM taketh away. If you are happy with 4 5th levels taking out a legendary dragon, then more power to you. If you aren't, and you want your players to respect you, then here are some strategies appropriate for a legendary dragon -
Dragons should not be encountered outside their lair and unprepared. They are not a random bounce. Minions and allies should give them ample notice that dragon slayers are about. Any dragon that meets humanoids before that party has interacted with the local kobolds and other minions is noob imbecile. Tyrants don't wander about alone and unprepared.
A dragon should have spent its long life making a lair that is nearly impossible for adventurers to traverse safely. Pools of acid, deadfalls and poisonous gases should abound, all designed to harm humanoids. If anyone faces a dragon in its lair and they are not already injured, then the dragon is incompetent. Smaug was a lazy idiot for not plugging the secret tunnel, and for not roasting Bilbo to a tasty fritter when he was inside it.
A dragon lair should be nearly impossible to traverse secretly. This dragon is perception +11, but it is also INT 14! It should know its lair layout and memorize every pebble, passage and pool. Its lair should give it ADVANTAGE on its perception checks. Similarly, it should have black surfaces and dragon shaped obstacles in abundance, giving PCs DISADVANTAGE on perception checks. The lair should also have open ranges on the approach that it can survey, and that are too vast for even a Tabaxi Rogue with haste and boots of speed to traverse in less than 2 turns of dashing. That is at least 600 feet.
The dragon lair should have ample resources for defense and escape. Paths should not have dead ends. Passages too small for the dragon should not exist. Rocks should be rounded and poised, ready to be knocked down slopes and tunnels. Bigger rocks sized for STR 23 should be ready to plug retreat paths. The dragon should know that a prepared party is dangerous, but also on a timer. Retreat immediately if charged, wait 10 minutes, and then attack with surprise. If the dragon doesn't get several attacks before the PCs get any, then it is incompetent. If it gets cornered somehow, or actually fights a party of folks that are blessed and hastened, then it is an embarrassment to all dragon-kind and should swallow it's own tongue and suffocate.
Finally, as CLEARLY STATED ABOVE, the dragon should concentrate attacks on its weakest foes and kill them. Fly away from the raging berserkers and magically armored paladins to swoop down and kill the archers and mages. After that, pick up the beefy fighting types one and a time, fly them to deadly heights, and throw them down into the giant pits full of spikes and acid. Enjoy their screams. Your players will eventually kill a legendary dragon. It should be a big, scary deal.
If a black dragon eats it's veggies, it becomes the Mighty Green Dragon
I play this thing like a guerilla fighter from hell. It strikes at night. It attacks horses, supplies, NPCs. It drops rocks from heights when they're in the open. It regurgitated bones on the camp to spread fear. It coaxes to fight in the water. It uses strength to grab characters, going whole hog on one player before retreating. It doesn't let the party sleep. They've chased it into its lair but they haven't slept for nearly 30 hours, one player is dead and they are at half spell slots and hit points.
I think they are wondering if they are now following it into its lair or having to fight their way out.
And they HATE this thing. It's vile, spiteful and devious.
I mean at that point are you sure you're being fair to the Dragon?
My 5 5th and 6th level players are about to come to an old swampy Ruin with on of these, I wonder if they will take him on - and if they do, if they can beat him in his lair
This thing is insane
My favorite dragon!
Beautiful. Just simply GORGEOUS.
I need help… we are a 4th level party (me Wizard, Rouge, Barbarian and two circle of the moon druids). We are going to face a black dragon (don’t know which age) in the next session. He is as far as we know in his cave in a old dwarf fortress (which we where clearing over the last 3-4 sessions). The only prep time we get is the time to our next session. We have little hope that there is anything useful in one of the 3 remaining rooms in on our current layer of this dungeon but we definitely won’t level up before the fighting. Non of us has any special items, just normal swords and bows and my damage spells aren’t going to be that useful due to the saving throws it has.
Any tips how to defend a black dragon in his cave with no ingame time to prepare?
My friend saw this and then laughed so hard I thought he was having a seisure.
where tf you seeing loot?
Aka like a blue dragon
the monster manual shows that that is precisely how blue dragons like fighting. Not that this can’t fight like that, just that blue dragons do
that is so cool i am a girl and i really into this
I wanna play an adult black dragon in disguise as a psuedodragon
Run and overprepare
Or pray for good luck
hi
!!!=???
me to!
dragon!