Large Dragon, Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 157 (15d10 + 75)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
19 (+4)
DEX
14 (+2)
CON
17 (+3)
INT
12 (+1)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws DEX +6, CON +7, WIS +4, CHA +6
Skills Perception +6, Stealth +5
Damage Vulnerabilities Bludgeoning, Piercing, and Slashing by Silvered Weapons
Damage Immunities Acid
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 16
Languages Common, Draconic, Sylvan
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Amphibious. The dragon can breathe air and water.

Legendary Resistance (2/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:

At will: dancing lights, minor illusion, vicious mockery

Hex (3/Day). A targeted creature that it can see within 60 feet must succeed on a DC 13 Wisdom saving throw or be affected by one of the following effects for one minute. On each of the dragon's turns until the first effect ends, it can use an action to target another creature, but can't target a creature again if it has already saved against a hex.

Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.

Panicked. The target is frightened of the dragon. On each of its turns, the frightened creature must take the Dash action and move away by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away and it can no longer see the dragon, this effect ends.

Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.

Actions

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

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Tail. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 4) bludgeoning 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.

Legendary Actions

The dragon can take 2 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.

Command. Summon 1d4 Kobold minions to join the combat. They act on their own initiative.

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 15 Dexterity saving throw or take 10 (2d6 + 4) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

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:

  • Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point the dragon chooses within 90 feet of it. These plants turn the ground in the area into difficult terrain. A creature in the area must succeed on a DC 13 Strength saving throw or be restrained by the entangling plants until the dragon dismisses it as an action, uses this lair action again, or dies.

  • 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 13 Constitution saving throw, taking 6 (2d6) 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 6 (2d6) 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.

Previous Versions

Name Date Modified Views Adds Version Actions
6/19/2024 8:42:55 PM
3
1
1.0
Coming Soon
6/19/2024 9:04:35 PM
3
1
1.1
Coming Soon

Habitat: Swamp

Thrasymakhos

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