Black Dragons

Black Dragon Wyrmling
- Size: Medium
- Type: Dragon (Chromatic)
- Alignment: Chaotic Evil
- AC: 17
- Initiative: +4 (14)
- HP: 33 (6d8 + 6)
- Speed: 30 ft, Fly 60 ft ., Swim 30 ft .
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 15 | +2 | +2 |
| Dex | 14 | +2 | +4 |
| Con | 13 | +1 | +1 |
| INT | 10 | +0 | +0 |
| Wis | 11 | +0 | +2 |
| CHA | 13 | +1 | +1 |
- Skills: Perception +4 , Stealth +4
- Immunities: Acid
- Senses: Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14
- Languages: Draconic
- CR: 2 (XP 450; PB +2)
Traits
Amphibious. The dragon can breathe air and water.
Actions
Multiattack. The dragon makes two Rend attacks.
Rend. Melee Attack Roll: +4 , reach 5 ft . Hit: 5(1d6+2) Slashing damage plus 2 (1d4) Acid damage.
Acid Breath (Recharge 5-6). Dexterity Saving Throw: DC 11, each creature in a 15 -foot-long, 5 -foot-wide Line. Failure: 22 (5d8) Acid damage. Success: Half damage.
Young Black Dragon
- Size: Large
- Type: Dragon (Chromatic)
- Alignment: Chaotic Evil
- AC: 18
- Initiative: +5 (15)
- HP: 127(15d10+45)
- Speed: 40 ft, Fly 80 ft ., Swim 40 ft .
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 19 | +4 | +4 |
| Dex | 14 | +2 | +5 |
| Con | 17 | +3 | +3 |
| INT | 12 | +1 | +1 |
| Wis | 11 | +0 | +3 |
| CHA | 15 | +2 | +2 |
- Skills: Perception +6 , Stealth +5
- Immunities: Acid
- Senses: Blindsight 30 ft ., Darkvision 120 ft.; Passive Perception 16
- Languages: Common, Draconic
- CR: 7 (XP 2,900; PB +3 )
Traits
Amphibious. The dragon can breathe air and water.
Actions
Multiattack. The dragon makes three Rend attacks.
Rend. Melee Attack Roll: +7 , reach 10 ft . Hit: 9 (2d4 + 4) Slashing damage plus 3 (1d6) Acid damage.
Acid Breath (Recharge 5-6). Dexterity Saving Throw: DC 14, each creature in a 30 -foot-long, 5 -foot-wide Line. Failure: 49 (14d6) Acid damage. Success: Half damage.
Adult Black Dragon
- Size: Huge
- Type: Dragon (Chromatic)
- Alignment: Chaotic Evil
- AC: 19
- Initiative: +12(22)
- HP: 195(17d12+85)
- Speed: 40 ft, Fly 80 ft ., Swim 40 ft .
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 23 | +6 | +6 |
| Dex | 14 | +2 | +7 |
| Con | 21 | +5 | +5 |
| INT | 14 | +2 | +2 |
| Wis | 13 | +1 | +6 |
| CHA | 17 | +3 | +3 |
- Skills: Perception +11 , Stealth +7
- Immunities: Acid
- Senses: Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21
- Languages: Common, Draconic
- CR: 14 (XP 11,500, or 13,000 in lair; PB +5 )
Traits
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.
Actions
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast 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: Acid Arrow (level 3 version), Detect Magic, Fear 1/Day Each: Speak with Dead, Vitriolic Sphere
Legendary Actions
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 of 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 moves up to half its Speed, and it makes one Rend attack.
Ancient Black Dragon
- Size: Gargantuan
- Type: Dragon (Chromatic)
- Alignment: Chaotic Evil
- AC: 22
- Initiative: +16 (26)
- HP: 367 (21d20 + 147)
- Speed: 40 ft, Fly 80 ft ., Swim 40 ft .
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 27 | +8 | +8 |
| Dex | 14 | +2 | +9 |
| Con | 25 | +7 | +7 |
| INT | 16 | +3 | +3 |
| Wis | 15 | +2 | +9 |
| CHA | 22 | +6 | +6 |
- Skills: Perception +16 , Stealth +9
- Immunities: Acid
- Senses: Blindsight 60 ft ., Darkvision 120 ft .; Passive Perception 26
- Languages: Common, Draconic
- CR: 21 (XP 33,000, or 41,000 in lair; PB +7 )
Traits
Amphibious. The dragon can breathe air and water.
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Acid Arrow (level 4 version).
Rend. Melee Attack Roll: +15 , reach 15 ft . Hit: 17 (2d8 +8 ) Slashing damage plus 9 (2d8) Acid damage.
Acid Breath (Recharge 5-6). Dexterity Saving Throw: DC 22, each creature in a 90 -foot-long, 10 -foot-wide Line. Failure: 67 (15d8) 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 21, +13 to hit with spell attacks):
At Will: Acid Arrow (level 4 version), Detect Magic, Fear 1/Day Each: Create Undead, Speak with Dead, Vitriolic Sphere (level 5 version)
Legendary Actions
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 of its turns.
Cloud of Insects. Dexterity Saving Throw: DC 21, one creature the dragon can see within 120 feet. Failure: 33 (6d10) 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 moves up to half its Speed, and it makes one Rend attack.
Lore & Background
Black dragons are among the most vicious and cruel of all chromatic dragons, embodying pure malice and sadistic pleasure. These ancient beings dwell in swamps, marshes, and other wetlands where they can use the murky waters and treacherous terrain to their advantage. Their scales are glossy black, often appearing wet even when dry, and their eyes burn with a malevolent intelligence.
These dragons are known for their cunning and their love of psychological warfare. Unlike other dragons who might be content with hoarding treasure, black dragons take perverse pleasure in causing suffering and despair. They often establish themselves as dark overlords of their territories, ruling through fear and making examples of those who defy them.
Black dragons have an intimate connection to acid and corruption, with their very presence tainting the land around their lairs. They are patient schemers who enjoy long-term plots that bring their enemies low through gradual degradation rather than quick destruction. Their intelligence is matched only by their cruelty, making them formidable opponents both in direct confrontation and in campaigns of terror.
Combat Tactics
Black dragons are tactical combatants who prefer to fight on their own terms. They use their swamp environments to maximum advantage, attacking from underwater or using the thick vegetation for cover. Their acid breath is their primary weapon, capable of melting armor and flesh with equal efficiency.
These dragons excel at hit-and-run tactics, using their flight and swimming abilities to stay mobile while wearing down enemies with repeated acid attacks. They target the most dangerous opponents first, often focusing on spellcasters and heavily armored foes who might otherwise pose significant threats.
Black dragons are not above using dirty tactics, including taking hostages, using environmental hazards, or retreating to fight another day if the battle turns against them. They prefer to have multiple escape routes and backup plans, reflecting their cunning nature.
Encounter Ideas
The Swamp Tyrant: A black dragon has claimed dominion over a vast swampland, demanding tribute from all who pass through and slowly expanding its territory into nearby settled lands.
The Acid Rain: A black dragon's presence has begun to corrupt the local weather patterns, causing acidic rains that threaten crops and buildings throughout the region.
The Corrupted Noble: A black dragon in humanoid form has infiltrated local nobility, slowly poisoning the political landscape while building a power base for more direct action.
The Lost Expedition: A research team studying the swamp ecosystem has discovered evidence of the dragon's presence, but now they're trapped in its territory with no way to warn others.
Lair Features
Black dragon lairs reflect their acidic nature and love of decay:
- Acid Pools: Naturally occurring or dragon-created pools of acid that serve as both weapons and barriers
- Rotting Vegetation: The dragon's presence accelerates decay, creating unstable ground and toxic gases
- Submerged Tunnels: Underwater passages that only the dragon can navigate safely, providing secret access routes
- Treasure Chambers: Deep caves protected by acid traps and filled with the melted remains of previous challengers
- Corruption Zones: Areas where the dragon's influence has permanently altered the natural environment
Treasure
Black dragons hoard items that reflect their nature and interests:
Corroded Wealth: Coins and jewelry that have been partially dissolved by acid, creating unique and disturbing artistic effects while retaining their value.
Acid-Resistant Items: Magical items and materials that can withstand the dragon's acidic environment, often rare and highly valuable.
Trophies of Cruelty: The preserved remains or belongings of victims, displayed as reminders of the dragon's power and malice.
Dark Magic Items: Artifacts related to corruption, decay, and acid magic, often created by the dragon or taken from defeated enemies.
Plot Hooks
The Dying Swampland: The black dragon's influence is killing the swamp ecosystem, threatening both local communities and the natural balance of the region.
The Dragon's Proxy: The party must deal with the dragon's humanoid agents and cultists before confronting the dragon itself, unraveling a network of corruption.
The Forced Alliance: A greater threat forces heroes to seek an alliance with the black dragon, requiring delicate negotiations with a creature that delights in betrayal.
The Ancient Grudge: The dragon seeks revenge against the descendants of those who wronged it centuries ago, making the party either targets or unwitting pawns in its scheme.