Gargantuan dragon (chromatic dragon), chaotic evil
Armor Class 22 (natural armor)
Hit Points 367 (21d20 + 147)
Speed 40 ft., fly 80 ft., swim 40 ft.
Proficiency Bonus +7
Proficiency Bonus +9 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
27 (+8) | 14 (+2) | 25 (+7) | 16 (+3) | 15 (+2) | 19 (+4) |
Saving Throws Dex +9, Con +14, Wis +9, Cha +11
Skills Perception +16, Stealth +9
Damage Immunities acid
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
Languages Common, Draconic
Challenge 21 (33,000 XP)
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.
- Multiattack (suggested). The dragon can use its Frightful Presence. It then makes four attacks.
- Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 16 (2d8 + 7) acid damage.
- Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
- Kick (suggested). Melee Weapon Attack: +15 to hit, reach 15 ft., one target behind the dragon. Hit: 15 (2d6 + 8) slashing damage. The target must succeed on a DC 23 Dexterity saving throw or be kicked back 10 feet. If the target is kicked back, it must succeed on a DC 23 Constitution saving throw or fall prone.
- Plummet (suggested). Melee Weapon Attack: +15 to hit, reach 5 ft., one or more targets on the ground. Hit: 18 (2d10 + 7) piercing damage. The dragon can use this attack only if it is flying or jumping and descends at least 30 feet straight toward the target. The dragon can target a number of creatures equal to its proficiency bonus (+5) that are in a 15-foot radius of where it lands. The dragon makes a separate attack roll for each target. The target must succeed on a DC 22 Constitution saving throw or be pinned under the dragon, taking 18 (2d10 + 7) bludgeoning damage at the start of each of the dragon’s turns until the dragon moves or the target escapes. The target can use its action to make a DC 22 Strength check, ending the effect on itself on a success. The dragon can’t use its breath weapon or wing attack on the same turn as this attack.
- Snatch (suggested). When the dragon flies at least 20 feet straight toward a creature that is two or more size categories smaller than itself and then hits it with a claw attack on the same turn, the dragon can use its bonus action to try to snatch the creature. The target must succeed on a DC 23 Dexterity saving throw or be grappled (escape DC 23) by the dragon and lifted into the air. While grappled in this way, the target is restrained and has disadvantage on Strength checks and Strength saving throws. The dragon can only snatch one creature at a time. At the start of each of the dragon’s turns, it can choose to squeeze the snatched creature, dealing 15 (2d6 + 8) slashing damage to it. Alternatively, the dragon can make an attack roll against the snatched creature to transfer it to its mouth. On a hit, the creature is no longer grappled by the claw, but by the bite. On a miss, the creature falls and takes falling damage as normal.
- Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. In addition, the target must succeed on a DC 22 Constitution saving throw or be stunned until the end of the dragon’s next turn. The dragon can make this attack as a bonus action if it uses its Multiattack action on its turn.
- Wing Buffet (suggested). Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage. In addition, the target must succeed on a DC 23 Dexterity saving throw or be knocked prone. The dragon can make this attack as a bonus action if it uses its Multiattack action on its turn. Each creature in the area must succeed on a DC 23 Strength saving throw or be pushed 20 feet away from the dragon due to the gust of wind produced by the wing buffet.
- 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 19 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 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) 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 an additional attack.
- Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying Speed.
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
An ancient black dragon is a gargantuan creature of chaotic evil alignment, with a dark and sinister appearance. Its scales are glossy and reflect the light like obsidian, and its eyes glow with a malevolent green light. Its horns and spikes are long and curved, giving it a menacing silhouette. Its wings are leathery and bat-like, and its tail is tipped with a deadly stinger. An ancient black dragon has a powerful jaw that can crush bones and armor, and razor-sharp claws that can rend flesh. It can also breathe a stream of corrosive acid that can dissolve metal and stone.
COMBAT
An ancient black dragon is a formidable opponent in combat, using its physical strength, speed, and cunning to overwhelm its enemies. It prefers to ambush its prey from the air or the water, striking with its bite, claws, and tail. It can also use its frightful presence to instill fear in its foes, making them easier to manipulate or devour. An ancient black dragon can also unleash its acid breath, which can affect a large area and deal massive damage to anyone caught in its path. An ancient black dragon is not easily defeated, as it can resist most forms of damage and magic, and can choose to succeed on saving throws that would otherwise harm it. It can also take additional actions at the end of another creature’s turn, such as detecting, attacking, or flying away.
HABITAT / SOCIETY
An ancient black dragon dwells in swamps on the frayed edges of civilization, where it can find plenty of food and water. It lairs in a dismal cave, grotto, or ruin that is at least partially flooded, providing pools where it 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. An ancient black dragon is a solitary creature that tolerates no intruders or rivals in its domain. It is extremely territorial and aggressive, attacking anyone who dares to enter its swamp or approach its lair. It collects treasure and magic items from its victims, hoarding them in its lair as a sign of its power and wealth. An ancient black dragon rarely associates with other dragons or creatures, unless it has a specific purpose or goal in mind. It may occasionally ally with other evil beings who share its interests or offer it something valuable.
ECOLOGY
An ancient black dragon is an apex predator that feeds on anything it can catch and kill. It prefers large and meaty prey, such as deer, boar, crocodile, or humanoids. It may also eat fish, reptiles, insects, or plants if other food sources are scarce. An ancient black dragon has a voracious appetite and consumes its prey whole, leaving nothing behind but bones and acid. An ancient black dragon has a long lifespan that can span centuries or even millennia. It grows larger and more powerful as it ages, gaining new abilities and features. An ancient black dragon reproduces by laying eggs in a hidden nest within its lair. The eggs hatch after several months, producing wyrmlings that are independent from birth. The wyrmlings must fend for themselves and avoid their parent’s wrath until they are strong enough to leave the swamp and find their own territory.