Sand Camouflage. The dragon has advantage on Dexterity (Stealth) checks while in a sandy area and while light or stronger wind is blowing.
Lesser Deathtouch (1/Day). Whenever the dragon hits a creature with a weapon attack that deals damage, it can choose to deal no damage and instead deal damage to the creature's hit point maximum equal to half the amount of the total damage dealt by the weapon attack.
Legendary Resistance (2/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: +13 to hit, reach 15 ft., one target. Hit: 17 (3d6 + 7) piercing damage plus 6 (1d12) acid or poison damage (dragon's choice).
Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 13 (1d12 + 7) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 14 (2d6 + 7) 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 15 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 a forceful in a 90-foot line that is 15 feet wide. Each creature in that area must make a DC 20 Dexterity saving throw, taking 49 (14d6) acid damage on a failed save, or half as much damage on a successful one.
Change Shape. The dragon magically polymorphs into a humanoid, beast, or monstrosity 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 dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, 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 of that form.
Megamorph (Recharges after Short or Long Rest). After using its Change Shape, if the dragon reverts back to its true form willingly while using this action, the dragon gains the following benefits for 1 minute:
- 3d10 temporary hit points.
- A +1 bonus to attack rolls to hit and to damage dealt by those attacks.
- +1 bonus to Armor Class.
Spellcasting. The dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19, +11 to hit with spell attacks):
1/day each: eldritch blast, fog cloud, create or destroy water, blindness/deafness, wall of water (any creature that goes through the area of the wall takes 1d6 acid damage)
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 (1d12 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
Acidmorph dragons are members of the brood of the dragonlord Silumgar of Tarkir. These dragons stalk rocky deserts and often serve as guardians of oasises found within their dragonlord's domain. They are known for their sneaky camouflage that allows them to hide among the sands, and their strange ability to shapeshift very much like a metallic dragon. However, the main difference is that when a acidmorph dragon shapeshifts, a minor evil blessing placed on them by their dragonlord causes them to become slightly more powerful when they return to their normal form. Their acid breath is a thick line, just like that of a black dragon, and these dragons exhale their breath weapon with such force that the acid explodes outward upon hitting a target. Their mouths are filled with four pairs of razor-sharp fangs that can exude dangerous venom if the dragon wishes to not stank its mouth with acid.
Lair and Lair Actions
A Acidmorph Dragon's Lair
Acidmorph dragons dwell in oasises on the fringe of Dragonlord Silumgar's territory, guarding them from any who would take these precious resources without the cruel dragon's permission. A acidmorph dragon’s lair is a dismal cave or grotto 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 9 (2d8) 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 9 (2d8) 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 1d8 days.
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