Kryx RPGThemesCreatures
Adult Black Dragon

Adult Black Dragon

Huge dragon
Challenge
14

STR
6
DEX
2
CON
5
INT
2
WIS
1
CHA
4

195
17d12+85
23
Soak
3
Fort
+10
Ref
+9
Will
+8
Defense note natural armor
Damage immunities acid

Speed 8 m., fly 20 m., swim 8 m.
Skills Insight +1 (12), Perception +6 (17), Primal (Cha) +9 (20), Stealth +7 (18)
Senses blindsight 10 m., darkvision 20 m.
Languages Common, Draconic

Amphibious. The dragon can breathe air and water.

Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.

Maneuvers. The adult black dragon uses maneuvers (maneuver save Difficulty 19). It has 20 stamina dice which are d8s, a dice limit of 5, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: ambush, dive attack, fearsome beast, fountain of blood, knockback (Claw or Tail only), spring attack, stalking shadow, swipe (Claw only), trip (Tail only)

2 stamina dice: tear tendon

Spellcasting. The adult black dragon uses Primal (Cha) to cast spells (spell save Difficulty 17, +9 to hit with spell attacks). It has 7 mana, a mana limit of 3, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:

Cantrips (at will, 18th-level spellcaster): frighten, gloom

1 mana: acidic spray, cloak of shadows, command, corrosive consumption, darkness, eruptive pustule, fear, shadow jaunt, shadow veil

2 mana: acid fog, acid rain, corrosive bane, incite panic, shadow form

Actions (4)

Bite (1/turn). Melee Weapon Attack: +11 to hit, reach 2 m. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.

Claw (2/turn). Melee Weapon Attack: +11 to hit, reach 1 m. Hit: 13 (2d6 + 6) slashing damage.

Tail (1/turn). Melee Weapon Attack: +11 to hit, reach 3 m. Hit: 15 (2d8 + 6) bludgeoning damage.

Frightful Presence (1/turn). Each creature of the dragon’s choice that is within 20 meters of the dragon and aware of it must succeed on a Difficulty 17 Will 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 (Costs 2 actions; Recharge 5–6). The dragon exhales acid in a 20-meter cone or line. Each creature in that area must make a Difficulty 18 Reflex saving throw. On a failed save, a creature takes 72 (16d8) acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

Legendary Actions (3)

Only one legendary option can be used at a time and only at the end of another creature’s turn. The adult black dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Perception check.

Tail Attack. The dragon makes a tail attack.

Wing Attack. The dragon beats its wings. Each creature within 2 meters of the dragon must succeed on a Difficulty 19 Reflex saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair Actions

On initiative count 20 (losing initiative ties), the adult black dragon takes a lair action to cause one of the following effects; the same effect can’t be used two rounds in a row:

  • Pools of water that the dragon can see within 20 meters of it surge outward in a grasping tide. Any creature on the ground within 4 meters of such a pool must succeed on a Difficulty 17 Reflex saving throw or be pulled up to 4 meters into the water and knocked prone.

  • A cloud of swarming insects fills a 5-meter radius sphere centered on a point the dragon chooses within 20 meters of it. The cloud spreads around corners and remains until the dragon dismisses it on its turn (no action required), uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a Difficulty 17 Fortitude 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 10 meters of it, filling a 5-meter sphere until the dragon dismisses it on its turn (no action required), 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 using 1 mana, the spell that created the light is dispelled.

Regional Effects

The region containing the adult black dragon's lair is warped by the adult black dragon’s magic, which creates one or more of the following effects:

  • The land within 10 kilometers 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 2 kilometers of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.

  • Fog lightly obscures the land within 10 kilometers of the lair.

If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days.

Swampmm

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half if you miss by 4 or less) if you have advantage on the attack roll, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack roll.

Enhance

You can increase the damage for each additional stamina die expended.

As an action while flying, you can use the Dash action. If you move at least 4 meters in a straight line angled downwards toward a creature, you can make an Attack action with a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, you don’t provoke opportunity attacks when you fly out of the creature’s reach.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration or until you are incapacitated. A construct or an undead is immune to this effect.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Will saving throw.

On a successful save, the effect ends for that creature.

If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Fearsome Beast for the next 24 hours.

As a reaction, which you use when you hit a creature with a melee weapon attack and reduce it to 0 health, you can rip into your foe as it drops. Each creature of your choice in a sphere twice as big as normal around you must make a Will saving throw.

On a failed save, a creature is frightened of you until the end of your next turn.

As an action, you can make a weapon attack in an attempt to knock the creature back. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it up to 3 meters away from you.

Enhance

You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when an enemy within 5 meters moves away from you, you can move up to half your speed toward the creature’s position. This movement doesn’t provoke opportunity attacks.

As an action, you can make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must succeed on a Reflex saving throw, taking slashing damage equal to the stamina die on a failed save, or half as much damage on a successful one.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack and a Brawn check to Trip.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon that deals piercing or slashing damage in an attempt to tear the creature’s tendon. Add one stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration and while affected it loses health equal to one of the stamina dice for every meter it travels.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.