Multiattack. one bite and one longsword or two longsword.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 +4) piercing damage plus 2 (1d4) acid damage.
Acid Breath (Recharge 5–6). The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 15 (4d8) acid damage on a failed save, or half as much damage on a successful one.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 +4) piercing damage.
Description
PROTEÇÃO Quando uma criatura que você possa ver atacar um alvo que esteja a até 1,5 metro de você, você pode usar sua reação para impor desvantagem nas jogadas de ataque da criatura. Você deve estar empunhando um escudo.
Mestre de Batalha - (4) Dados de superioridade (d8)
Manobras:
Aparar. Quando outra criatura causar dano a você com um ataque corpo-a-corpo, você pode usar sua reação e gastar um dado de superioridade para reduzir o dano pelo número rolado no dado de superioridade + seu modificador de Destreza.
Ataque Provocante. Quando você atingir uma criatura com um ataque com arma, você pode gastar um dado de superioridade para tentar incitar a alvo a atacar você. Você adiciona seu dado de superioridade a jogada de dano do ataque e o alvo deve realizar um teste de resistência de Sabedoria. Se falhar, o alvo terá desvantagem em todas as jogadas de ataque contra alvos diferentes de você, até o fim do seu próximo turno.
Contra-Atacar. Quando uma criatura atacar você com um ataque corpo-a-corpo e errar, você pode usar sua reação e gastar um dado de superioridade para realizar um ataque corpo-a-corpo com arma contra essa criatura. Se você atingir, você adiciona seu dado de superioridade a jogada de dano do ataque.
Lair and Lair Actions
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.
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