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SRD5:Adult Black Dragon

This material from the 5th edition SRD is published under the OGL
Adult Black Dragon [SRD5 OGL][1] [2] [3]
Huge Dragon (Chromatic Dragons, Black Dragons), Chaotic Evil
Armor Class: 19 (natural armor)
Hit Points: 195 (17d12+85)
Speed: 40 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 21 (+5) 14 (+2) 13 (+1) 17 (+3)
Saving Throws: Str +7, Con +10, Wis +6, Cha +8
Skills: Perception +11, Stealth +7
Damage Immunity: acid
Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 21
Languages: Common, Draconic
Habitat: Swamp
Challenge: 14 (11,500 xp)Proficiency Bonus (PB): +5

Features

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. 

Actions

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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage plus 4 (1d8) acid damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) 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 16 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 acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. 

Legendary Actions

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 15 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.


End of the SRD5 material


Variant: Dragons as Innate SpellcastersEdit

[4] Many dragons have the ability to innately cast spells. Their Spellcasting Ability is Charisma, which also determines the number of spells it can cast.


Black Dragon's Lair

[5] Black dragons lair in swamps, especially in caves, grottos, and ruined buildings.

Lair Actions

[5] When fighting inside its lair, an black dragon can use 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:

Regional Effects

[5] The region near a black dragon's lair

  • Difficult Terrain
  • Water Fouled
  • Fog

If the dragon dies, effects fade over 1d10 days.


Sources and NotesEdit

  1. Wizards RPG Team (6 May 2015). SRD-OGL v5.1. (5e) Wizards of the Coast. Licensed: OGL.
  2. Note: Habitat is not part of the SRD5.
  3. habitat - Dungeon Master's Guide (5e) p.302-305
  4. Wizards RPG Team (September 2014). Monster Manual. (5e) Wizards of the Coast. ISBN 978-0786965618. p. 86. (paraphrased) Licensed:© Wizards of the Coast (used under 'fair use' clause).
  5. Monster Manual (5e) p.89. (summarized) Licensed © Wizards of the Coast (used under 'fair use' clause)

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