Large Dragon, Any Chaotic Alignment
Armor Class 18 Natural Armor
Hit Points 90 (10d10 + 35)
Speed 80 ft., Swim 40 ft., Walk 40 ft.
STR
18 (+4)
DEX
16 (+3)
CON
14 (+2)
INT
13 (+1)
WIS
13 (+1)
CHA
12 (+1)
Saving Throws INT +4, WIS +4, CHA +4
Skills Perception +8, Stealth +5
Damage Immunities Acid, Fire
Condition Immunities Charmed, Frightened, Paralyzed, Stunned
Senses Blindsight 20 ft., Darkvision 80 ft., Passive Perception 18
Languages Common, Draconic
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Explosive System. When a black firedrake dies, it explodes the round afterwards. Anyone within 25 ft. of it takes 8 (3d4) fire damage, 8 (3d4) acid damage, and 8 (3d4) force damage.

Change Shape. The drake magically polymorphs into a humanoid that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the drake's choice).

In a new form, the drake retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Actions

Multiattack. The black firedrake makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 3 (1d4) acid damage and 3 (1d4) fire damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.

Tail. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Acidic Flame Breath (Recharge 5-6). The black firedrake exhales acidic fire in a 60-­foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 23 (5d8) acid damage and 18 (4d8) fire damage on a failed save, or half as much damage on a successful one.

Reactions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 3 (1d4) acid damage and 3 (1d4) fire damage.

Acidic Flame Breath (Recharge 5-6). The black firedrake exhales acidic fire in a 60-­foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 23 (5d8) acid damage and 18 (4d8) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The black firedrake 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 black firedrake regains spent legendary actions at the start of its turn.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.

Tail. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Acidic Flame Breath (Recharge 5-6). The black firedrake exhales acidic fire in a 60-­foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 23 (5d8) acid damage and 18 (4d8) fire damage on a failed save, or half as much damage on a successful one.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Being the offspring of a Black Dragon and fire drakes, they had a breath weapon that was composed of both acid and flame, arising from both sides of their heritage.

The only known case of this mutant creature being created was when the Thayan Red Wizard Marek Rymüt bred them in the 1360s DR while he was a resident of the city of Innarlith. He used the male black dragon great wyrm Insithryllax and female firedrakes in order to create them.

They would attack opponents with their breath weapons as well as their sharp teeth and claws, and had wings that allowed them to fly.

 

 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Misc Creature

NikkiLillin

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