Mod | Save | ||
---|---|---|---|
STR | 23 | +6 | +6 |
DEX | 14 | +2 | +7 |
CON | 21 | +5 | +5 |
Mod | Save | ||
---|---|---|---|
INT | 14 | +2 | +2 |
WIS | 13 | +1 | +6 |
CHA | 19 | +4 | +4 |
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Melf’s Acid Arrow (level 3 version).
Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 4 (1d8) Acid damage.
Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 54 (12d8) Acid damage. Success: Half damage.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks):
At Will: Detect Magic, Fear, Melf’s Acid Arrow (level 3 version)
1/Day Each: Speak with Dead, Vitriolic Sphere
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn , the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each its turns.
Cloud of Insects. Dexterity Saving Throw: DC 17, one creature the dragon can see within 120 feet. Failure: 22 (4d10) Poison damage, and the target has Disadvantage on saving throws to maintain Concentration until the end of its next turn. Failure or Success: The dragon can’t take this action again until the start of its next turn.
Frightful Presence. The dragon uses Spellcasting to cast Fear. The dragon can’t take this action again until the start of its next turn.
Pounce. The dragon can move up to half its Speed, and it makes one Rend attack.
Much better than the 2014 version. This Black Dragon is a lot more fearsome.
Glad there now actually is a proper difference between the different types of dragons
A bit sad he didnt get a different artwork than the young version.
For Stats...+12 initiative is realy nice. like the other versions he lost his Con and Cha save. i still feel sad about con but whatever.
for the actions and fighting: he "lost" his frightful presence but i was never a fan of this option. for attack. looking at the plain boring old bite, tail and claws vs rend yes, he technically gained a bit of dmg. old multi attack was fearing and an average of 17 piercing, 4 acid and 26 slashing. (47) the new one does 39 slashing and 12 acid (51 damage) and its better split. also the range is always 10ft. for all options he is even better now at least in my opinion. having a ranged option is realy nice and with 20 acid average a quite powerful one. for the lack of frighteful you can cast fear now. a higher dc and they have to run away from you is a fair trait for a all around 1 time fear they will be immune to. or insteat of fear casting vitriolicx sphere for an average dmg of 25 + 13 on possible mutliple chars, even if its just 1 time. ofc if melee isnt an option.
the legendary actions are far superior aswell. fearing the next melee to get rid of him or possible 2 is very nice. the old tasil option dealt less damage and u werent alowed to move. and for the big option: instead of an aoe around him he can target a pc far away. the dc is 2 lower and h wont fly up anymore but now it deals 22 poison instead of 13 blufgeoning and the disadvantage on con saves is very nice. giving caster ab it of a harder time. also having another dmg typ helps with resistance spells and items
overall i agree with the others. its way better than the 14 version and it has more of an own feeling now than just being the acid version