Size:
Large
Type:
Dragon
Form:
draconic
Temper:
# App:
1
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
Ground:
± 30'
Climb/Arboreal:
Flight:
± 80'
Swim:
Benthic:
Burrow:
Ethereal:
Aliases: Swamp Dragon
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
1 bite (2d4)
Circumstance: Combat
1 bite (2d4)
Special
Underwater Ambush
Often hide underwater with only part of head above waterline. Leap up suddenly when prey comes within 100', surprising on a roll of 1-4 on 1d6.
Special
Acid Immunity
Immune to all forms of acid.
Special
Hold Breath
May hold its breath up to three turns while lying in wait underwater.
Environments
swamp
Green-skinned dragons so dark they appear black, especially in water
Swamp dragons have green skin so dark as to appear to be black, especially in uncertain light or while wet. They often choose to hide underwater, leaving only part of the head above the waterline, and leap up suddenly when prey comes within 100' (surprising on a roll of 1-4 on 1d6 in this case).
Though swamp dragons are more cruel than ice dragons, they are still motivated mostly by the urge to live, breed and collect valuable items.
Swamp dragons are immune to all forms of acid. A swamp dragon may hold its breath up to three turns while lying in wait underwater.
Basic Fantasy Role-Playing Game
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: BECMI (Huge Black Dragon)
Actions/Abilities/Traits: BECMI (Huge Black Dragon)
Action
Up to 6
4-11 or 28
Actions/Abilities/Traits: BECMI (Huge Black Dragon)
Actions/Abilities/Traits: BECMI (Large Black Dragon)
Actions/Abilities/Traits: BECMI (Large Black Dragon)
Action
Up to 6
3-8 or 6-24
Actions/Abilities/Traits: BECMI (Large Black Dragon)
Actions/Abilities/Traits: BECMI (Small Black Dragon)
Actions/Abilities/Traits: BECMI (Small Black Dragon)
Action
2 claws/1 bite (ground) or up to 6 (Air)
2-5(x2)/2-20
Actions/Abilities/Traits: BECMI (Small Black Dragon)
Actions/Abilities/Traits: D&D 5e (Adult Black Dragon)
Actions/Abilities/Traits: D&D 5e (Adult Black Dragon)
Attributes
Strength: 23
Dexterity: 14
Constitution: 21
Intelligence: 14
Wisdon: 13
Charisma: 17
Saving Throws
Saving Throw Bonuses
Dexterity: +7
Consitution: +10
Wisdom: +6
Constitution: +8
Skills
perception: +11
stealth: +7
Offense
Bite
Circumstance: Melee
11 to hit, reach 10 ft., one target. (2d10 + 6) piercing damage plus 4 (1d8) acid damage.
Offense
Rend
Circumstance: Melee
11, reach 10 ft. (2d6 + 6) Slashing damage plus 4 (1d8) Acid damage.
Offense
Claw
Circumstance: Melee
11 to hit, reach 5 ft., one target. (2d6 + 6) slashing damage.
Offense
Tail
Circumstance: Melee
11 to hit, reach 15 ft., one target. (2d8 + 6) bludgeoning damage.
Action
Multiattack
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Action
Acid Breath {@recharge 5}
dex 18, each creature in a 60-foot-long, 5-foot-wide Line [Area of Effect]|Line. 54 (12d8) Acid damage. Half damage.
Action
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 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.
Action
Acid Breath {@recharge 5}
The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.
Legendary Action
Cloud of Insects
dex 17, one creature the dragon can see within 120 feet. 22 (4d10) Poison damage, and the target has Disadvantage on saving throws to maintain Concentration until the end of its next turn. The dragon can't take this action again until the start of its next turn.
Legendary Action
Detect
The dragon makes a Wisdom (Perception) check.
Legendary Action
Frightful Presence
The dragon uses Spellcasting to cast Fear. The dragon can't take this action again until the start of its next turn.
Legendary Action
Tail Attack
The dragon makes a tail attack.
Legendary Action
Pounce
The dragon can move up to half its Speed, and it makes one Rend attack.
Legendary Action
Wing Attack (Costs 2 Actions)
The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a 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.
Spellcasting
Frequency:
At Will
Attribute: cha
The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save 17, 9 to hit with spell attacks):
Detect Magic
Fear
Melf's Acid Arrow (level 3 version)
Spellcasting
Frequency:
Daily
Attribute: cha
The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save 17, 9 to hit with spell attacks):
Speak with Dead
Vitriolic Sphere
Trait
Amphibious
The dragon can breathe air and water.
Trait
Legendary Resistance (3/Day)
If the dragon fails a saving throw, it can choose to succeed instead.
Trait
Legendary Resistance (3/Day, or 4/Day in Lair)
If the dragon fails a saving throw, it can choose to succeed instead.
Trait
Passive Perception
21
Immunities
Damage Immunities
acid
Senses
blindsight 60 ft.
darkvision 120 ft.
Languages
Common
Draconic
Environments
swamp
By the time they're adults, black dragons are among the greatest terrors in the lands they claim. Wretched swamps and monster-haunted ruins grow more dismal and spread under an adult black dragon's influence. Morbid cultists and doomsayers frequently gather in the dragon's service, bringing with them undead terrors that answer to the black dragon and aid it in spreading ruin to nearby bastions of beauty and peace.
5e Tools
Actions/Abilities/Traits: D&D 5e (Adult Black Dragon)
Actions/Abilities/Traits: D&D 5e (Ancient Black Dragon)
Actions/Abilities/Traits: D&D 5e (Ancient Black Dragon)
Attributes
Strength: 27
Dexterity: 14
Constitution: 25
Intelligence: 16
Wisdon: 15
Charisma: 19
Saving Throws
Saving Throw Bonuses
Dexterity: +9
Consitution: +14
Wisdom: +9
Constitution: +11
Skills
perception: +16
stealth: +9
Offense
Bite
Circumstance: Melee
15 to hit, reach 15 ft., one target. (2d10 + 8) piercing damage plus 9 (2d8) acid damage.
Offense
Rend
Circumstance: Melee
15, reach 15 ft. (2d8 + 8) Slashing damage plus 9 (2d8) Acid damage.
Offense
Claw
Circumstance: Melee
15 to hit, reach 10 ft., one target. (2d6 + 8) slashing damage.
Offense
Tail
Circumstance: Melee
15 to hit, reach 20 ft., one target. (2d8 + 8) bludgeoning damage.
Action
Multiattack
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Action
Acid Breath {@recharge 5}
dex 22, each creature in a 90-foot-long, 10-foot-wide Line [Area of Effect]|Line. 67 (15d8) Acid damage. Half damage.
Action
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 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.
Action
Acid Breath {@recharge 5}
The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.
Legendary Action
Cloud of Insects
dex 21, one creature the dragon can see within 120 feet. 33 (6d10) Poison damage, and the target has Disadvantage on saving throws to maintain Concentration until the end of its next turn. The dragon can't take this action again until the start of its next turn.
Legendary Action
Detect
The dragon makes a Wisdom (Perception) check.
Legendary Action
Frightful Presence
The dragon uses Spellcasting to cast Fear. The dragon can't take this action again until the start of its next turn.
Legendary Action
Tail Attack
The dragon makes a tail attack.
Legendary Action
Pounce
The dragon moves up to half its Speed, and it makes one Rend attack.
Legendary Action
Wing Attack (Costs 2 Actions)
The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a 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.
Spellcasting
Frequency:
At Will
Attribute: cha
The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save 21, 13 to hit with spell attacks):
Detect Magic
Fear
Melf's Acid Arrow (level 4 version)
Spellcasting
Frequency:
Daily
Attribute: cha
The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save 21, 13 to hit with spell attacks):
Create Undead
Speak with Dead
Vitriolic Sphere (level 5 version)
Trait
Amphibious
The dragon can breathe air and water.
Trait
Legendary Resistance (3/Day)
If the dragon fails a saving throw, it can choose to succeed instead.
Trait
Legendary Resistance (4/Day, or 5/Day in Lair)
If the dragon fails a saving throw, it can choose to succeed instead.
Trait
Passive Perception
26
Immunities
Damage Immunities
acid
Senses
blindsight 60 ft.
darkvision 120 ft.
Languages
Common
Draconic
Environments
swamp
Ancient black dragons plot the ruin of whole realms. They seek magic to corrupt the land, raise undead hordes, bind fiends, and replicate magical disasters. Ancient black dragons strive to create vast, dead domains where they are the greatest things that remain.
5e Tools
Actions/Abilities/Traits: D&D 5e (Ancient Black Dragon)
Actions/Abilities/Traits: D&D 5e (Black Dragon Wyrmling)
Actions/Abilities/Traits: D&D 5e (Black Dragon Wyrmling)
Attributes
Strength: 15
Dexterity: 14
Constitution: 13
Intelligence: 10
Wisdon: 11
Charisma: 13
Saving Throws
Saving Throw Bonuses
Dexterity: +4
Consitution: +3
Wisdom: +2
Constitution: +3
Skills
perception: +4
stealth: +4
Offense
Bite
Circumstance: Melee
4 to hit, reach 5 ft., one target. (1d10 + 2) piercing damage plus 2 (1d4) acid damage.
Offense
Rend
Circumstance: Melee
4, reach 5 ft. (1d6 + 2) Slashing damage plus 2 (1d4) Acid damage.
Action
Multiattack
The dragon makes two Rend attacks.
Action
Acid Breath {@recharge 5}
The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.
Action
Acid Breath {@recharge 5}
dex 11, each creature in a 15-foot-long, 5-foot-wide Line [Area of Effect]|Line. 22 (5d8) Acid damage. Half damage.
Trait
Amphibious
The dragon can breathe air and water.
Trait
Passive Perception
14
Immunities
Damage Immunities
acid
Senses
blindsight 10 ft.
darkvision 60 ft.
Languages
Draconic
Environments
swamp
Black dragon wyrmlings lurk in bogs and polluted waterways, hunting for prey and weaker creatures to overpower. While older wyrmlings eventually seek their own territories, recently hatched ones might hunt one another, seeking dominance over their clutch and slaying rivals they can't subjugate.
5e Tools
Actions/Abilities/Traits: D&D 5e (Black Dragon Wyrmling)
Actions/Abilities/Traits: D&D 5e (Black Greatwyrm)
Actions/Abilities/Traits: D&D 5e (Black Greatwyrm)
Attributes
Strength: 30
Dexterity: 14
Constitution: 30
Intelligence: 21
Wisdon: 20
Charisma: 26
Saving Throws
Saving Throw Bonuses
Dexterity: +10
Consitution: +18
Wisdom: +13
Constitution: +16
Skills
intimidation: +16
perception: +21
stealth: +10
Offense
Bite
Circumstance: Melee
18 to hit, reach 15 ft., one target. (2d10 + 10) piercing damage plus 13 (2d12) force damage.
Offense
Claw
Circumstance: Melee
18 to hit, reach 10 ft., one target. (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled this way at a time.
Offense
Tail
Circumstance: Melee
18 to hit, reach 20 ft., one target. (2d8 + 10) bludgeoning damage. If the target is a creature, it must succeed on a 26 Strength saving throw or be knocked prone.
Action
Multiattack
The greatwyrm makes one Bite attack and two Claw attacks.
Action
Breath Weapon {@recharge 5}
The greatwyrm exhales a blast of energy in a 300-foot cone. Each creature in that area must make a 26 Dexterity saving throw. On a failed save, the creature takes 78 (12d12) acid damage. On a successful save, the creature takes half as much damage.
Legendary Action
Attack
The greatwyrm makes one Claw or Tail attack.
Legendary Action
Wing Attack (Costs 2 Actions)
The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The greatwyrm can then fly up to half its flying speed.
Legendary Action
Arcane Spear (Costs 3 Actions)
The greatwyrm creates four spears of magical force. Each spear hits a creature of the greatwyrm's choice it can see within 120 feet of it, dealing 12 (1d8 + 8) force damage to its target, then disappears.
Trait
Chromatic Awakening (Recharges after a Short or Long Rest)
If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 425 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 105,000 XP (210,000 XP total) for defeating the greatwyrm after its Chromatic Awakening activates.
Trait
Legendary Resistance (4/Day)
If the greatwyrm fails a saving throw, it can choose to succeed instead.
Trait
Unusual Nature
The greatwyrm doesn't require food or drink.
Trait
Passive Perception
31
Immunities
Damage Immunities
acid
Immunities
Condition Immunities
charmed
frightened
poisoned
Senses
truesight 120 ft.
Languages
Common
Draconic
Actions/Abilities/Traits: D&D 5e (Black Greatwyrm)
Actions/Abilities/Traits: D&D 5e (Young Black Dragon)
Actions/Abilities/Traits: D&D 5e (Young Black Dragon)
Attributes
Strength: 19
Dexterity: 14
Constitution: 17
Intelligence: 12
Wisdon: 11
Charisma: 15
Saving Throws
Saving Throw Bonuses
Dexterity: +5
Consitution: +6
Wisdom: +3
Constitution: +5
Skills
perception: +6
stealth: +5
Offense
Bite
Circumstance: Melee
7 to hit, reach 10 ft., one target. (2d10 + 4) piercing damage plus 4 (1d8) acid damage.
Offense
Rend
Circumstance: Melee
7, reach 10 ft. (2d4 + 4) Slashing damage plus 3 (1d6) Acid damage.
Offense
Claw
Circumstance: Melee
7 to hit, reach 5 ft., one target. (2d6 + 4) slashing damage.
Action
Multiattack
The dragon makes three attacks: one with its bite and two with its claws.
Action
Acid Breath {@recharge 5}
dex 14, each creature in a 30-foot-long, 5-foot-wide Line [Area of Effect]|Line. 49 (14d6) Acid damage. Half damage.
Action
Acid Breath {@recharge 5}
The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.
Trait
Amphibious
The dragon can breathe air and water.
Trait
Passive Perception
16
Immunities
Damage Immunities
acid
Senses
blindsight 30 ft.
darkvision 120 ft.
Languages
Common
Draconic
Environments
swamp
Most young black dragons claim a hidden lair—typically a dismal place accessible through deadly ruins or a treacherous bog. They delight in exploiting fearful servants and might terrorize small communities or impress groups of kobolds or troglodytes into their service. Some ally themselves with powerful undead such as death knights and vampires or aberrations such as aboleths and kuo-toa.
5e Tools
Actions/Abilities/Traits: D&D 5e (Young Black Dragon)
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSE
Environments
swamp
Action
claw or breath
[2 * claw (1d4 + 1), 1 * bite (2d10)] or breath
Special
Behaviour
Chaotic dragons usually try to eat humans, but may sometimes capture them. Neutral dragons may attack or ignore humans. Lawful dragons may aid parties worthy of the honour.
Action
bite or breath
[2 * claw (1d4 + 1), 1 * bite (2d10)] or breath
Special
Pride
Dragons are immensely proud creatures and will always listen to flattery.
Special
Attack pattern
A dragon always attacks first with its breath weapon, then either breathes again or makes melee attacks (equal chance of either).
Special
Breath weapon
Can be used up to three times per day. All caught in the area suffer damage equal to the dragon's current hit points (save versus breath for half). Shapes of breath weapon:
Special
Cloud
50' long, 40' wide, 20' high.
Special
Cone
2' wide at the mouth, 30' wide at far end.
Special
Line
5' wide along whole length.
Special
Energy immunity
Unharmed by their own breath weapon or lesser versions thereof. Automatically save versus similar attack forms. (For example, a red dragon is immune to flaming oil and suffers half damage from fire ball spells.)
Special
Language and spells
Some dragons are able to speak (their own tongue plus Common). The chance is listed by subspecies. Those that can speak can also cast randomly selected magic-user spells (the listed number and level of spells).
Special
Sleeping
The chance of a dragon being asleep when encountered on the ground is listed by subspecies. A sleeping dragon may be attacked for one round with a +2 bonus to hit. Dragons may sometimes pretend to be asleep!
Special
Subduing
Will surrender if reduced to 0hp by non-lethal attacks (see Subduing), admitting that it has been defeated. (Subdual damage does not reduce the damage done by the breath weapon.) A subdued dragon will attempt to escape or attack its captors, if the opportunity presents itself or if given a suicidal command. A subdued dragon may be sold for up to 1,000gp per hp.
Special
Age
The following stats describe dragons of average size. Younger dragons may have up to 3 HD less and ¼ or ½ as much treasure. Older dragons may have up to 3 HD more and twice as much treasure.
Special
Lairs
A dragon's treasure is always kept in its well-hidden lair and is seldom unguarded.
Special
Breath weapon
60' long line of acid.
Special
Language and spells
20%; 4 * 1st level.
Special
Sleeping
40%.
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: OSRIC
Environments
Frequency:
Uncommon
swamp
Offense
3 Attacks
Circumstance: Combat
1d4/1d4/3d6
Offense
Special Attacks
Circumstance: Combat
See below
Defense
Special Defenses
Circumstance: Combat
See below
Treasure
Treasure: 5d6×1,000 cp (25%), 1d100×1,000 sp (40%), 1d4×10,000 ep(40%), 1d6×10,000 gp (55%), 5d10×100 pp(25%), 1d100 gems(50%), 1d4×10 jewellery (50%), 4 magic items plus 1 potion and 1 scroll (15%)
Special
Breath Weapon
Black dragon breath is a stream of corrosive, acidic venom, 50-ft long×5-ft wide. It does damage equal to the dragon's hit points (but a save vs dragon breath halves this amount). The dragon may use this breath weapon up to three times per day.
Special
Speech
Only occasionally (30%) are known to speak.
Special
Magic
Only rarely (10%) cast magic. If a black dragon can cast spells, it will gain spells as a magic user of a level equal to one half of its age category.
Special
Sleep
Often (50%) will be found asleep. If the dragon is asleep, there is a 1 in 6 chance that it will awaken in the presence of adventurers. Dragons also sometimes feign sleep.
Fearsome dragons that spew corrosive venom, found in swamps, marshes and deep, dark caves
Viking champions such as Ragnar Lodbrok and Sigurd the Volsung fought fearsome dragons that spewed a corrosive venom, deadly to the touch. These dragons are the deadly black dragons. Black dragons are found mostly in swamps, marshes and deep, dark caves.
Black dragons only occasionally (30%) are known to speak, only rarely (10%) cast magic, but often (50%) will be found asleep. If the dragon is asleep, there is a 1 in 6 chance that it will awaken in the presence of adventurers. Dragons also sometimes feign sleep.
If a black dragon can cast spells, it will gain spells as a magic user of a level equal to one half of its age category. So, an ancient black dragon casts as a 4th level magic user.
OSRIC
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: Pathfinder 2e (Adult Black Dragon)
Actions/Abilities/Traits: Pathfinder 2e (Adult Black Dragon)
Ability
+1 status to all saves vs. magic
Ability
Arcane Innate Spells
DC 30; 2nd darkness (at will)
Ability
Breath Weapon
(acid, arcane, evocation) The dragon breathes a spray of acid that deals 12d6 acid damage in an 80-foot line (DC 30 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds.
Ability
Corrupt Water
Frequency:
Once per day
Effect: The dragon permanently befouls 10 cubic feet of liquid within 90 feet. The liquid becomes undrinkable and unable to support water-breathing life. This destroys liquid magic or alchemical items if they're of a lower level than the dragon (a creature can attempt a DC 28 Will save to protect liquids in its possession). This doesn't affect liquids in a creature's body.
Ability
Draconic Frenzy
The dragon makes two claw Strikes and one horns Strike in any order.
Ability
Draconic Momentum
The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.
Ability
Frightful Presence
(aura, emotion, fear, mental) 90 feet, DC 28
Ability
Tail Lash
2 circumstance penalty to the triggering roll.
Offense
Melee
Circumstance: combat round (melee)
jaws +25 [+20/+15] (acid, magical, reach 10 feet), Damage 2d12+13 piercing plus 2d6 acid
Trait
Acid
Effects with this trait deal acid damage. Creatures with this trait have a magical connection to acid.
Trait
Amphibious
An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.
Trait
Dragon
Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.
Immunity
paralyzed
sleep
Language
Common
Draconic
Jotun
Perception
darkvision
scent (imprecise) 60 feet
Actions/Abilities/Traits: Pathfinder 2e (Adult Black Dragon)
Actions/Abilities/Traits: Pathfinder 2e (Ancient Black Dragon)
Actions/Abilities/Traits: Pathfinder 2e (Ancient Black Dragon)
Ability
+1 status to all saves vs. magic
Ability
Arcane Innate Spells
DC 37; 2nd darkness (at will)
Ability
Breath Weapon
(acid, arcane, evocation) The dragon breathes a spray of acid that deals 17d6 acid damage in a 100-foot line (DC 39 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds.
Ability
Corrupt Water
Frequency:
Once per day
Effect: The dragon permanently befouls 10 cubic feet of liquid within 90 feet. The liquid becomes undrinkable and unable to support water-breathing life. This destroys liquid magic or alchemical items if they're of a lower level than the dragon (a creature can attempt a DC 35 Will save to protect liquids in its possession). This doesn't affect liquids in a creature's body.
Ability
Draconic Frenzy
The dragon makes two claw Strikes and one horns Strike in any order.
Ability
Draconic Momentum
The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.
Ability
Frightful Presence
(aura, emotion, fear, mental) 90 feet, DC 35
Ability
Tail Lash
2 circumstance penalty to the triggering roll.
Offense
Melee
Circumstance: combat round (melee)
jaws +33 [+28/+23] (acid, magical, reach 15 feet), Damage 3d10+14 piercing plus 2d6 acid and 2d6 persistent acid
Trait
Acid
Effects with this trait deal acid damage. Creatures with this trait have a magical connection to acid.
Trait
Amphibious
An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.
Trait
Dragon
Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.
Immunity
paralyzed
sleep
Language
Common
Draconic
Goblin
Jotun
Orcish
Perception
darkvision
scent (imprecise) 60 feet
Actions/Abilities/Traits: Pathfinder 2e (Ancient Black Dragon)
Actions/Abilities/Traits: Pathfinder 2e (Young Black Dragon)
Actions/Abilities/Traits: Pathfinder 2e (Young Black Dragon)
Ability
Breath Weapon
(acid, arcane, evocation) The dragon breathes a spray of acid that deals 8d6 acid damage in a 60-foot line (DC 25 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds.
Ability
Draconic Frenzy
The dragon makes two claw Strikes and one horns Strike in any order.
Ability
Draconic Momentum
The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.
Ability
Frightful Presence
(aura, emotion, fear, mental) 90 feet, DC 23
Ability
Tail Lash
2 circumstance penalty to the triggering roll.
Offense
Melee
Circumstance: combat round (melee)
jaws +19 [+14/+9] (acid, reach 10 feet), Damage 2d10+9 piercing plus 1d6 acid
Trait
Acid
Effects with this trait deal acid damage. Creatures with this trait have a magical connection to acid.
Trait
Amphibious
An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.
Trait
Dragon
Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.
Immunity
paralyzed
sleep
Language
Draconic
Perception
darkvision
scent (imprecise) 60 feet
Actions/Abilities/Traits: Pathfinder 2e (Young Black Dragon)
Hissing green acid drips from the fanged maw of this black-scaled, horned dragon.
5e SRD
Green-skinned dragons so dark they appear black, especially in water
Swamp dragons have green skin so dark as to appear to be black, especially in uncertain light or while wet. They often choose to hide underwater, leaving only part of the head above the waterline, and leap up suddenly when prey comes within 100' (surprising on a roll of 1-4 on 1d6 in this case).
Though swamp dragons are more cruel than ice dragons, they are still motivated mostly by the urge to live, breed and collect valuable items.
Swamp dragons are immune to all forms of acid. A swamp dragon may hold its breath up to three turns while lying in wait underwater.
Basic Fantasy Role-Playing Game
A proud, ancient race of gigantic, carnivorous, winged reptiles. There are many subspecies of dragon, many of which are distinguished by the colour of their scales. All dragons are egg-layers and hoard treasure in their lairs, far from areas of human civilisation.
OSE
Fearsome dragons that spew corrosive venom, found in swamps, marshes and deep, dark caves
Viking champions such as Ragnar Lodbrok and Sigurd the Volsung fought fearsome dragons that spewed a corrosive venom, deadly to the touch. These dragons are the deadly black dragons. Black dragons are found mostly in swamps, marshes and deep, dark caves.
Black dragons only occasionally (30%) are known to speak, only rarely (10%) cast magic, but often (50%) will be found asleep. If the dragon is asleep, there is a 1 in 6 chance that it will awaken in the presence of adventurers. Dragons also sometimes feign sleep.
If a black dragon can cast spells, it will gain spells as a magic user of a level equal to one half of its age category. So, an ancient black dragon casts as a 4th level magic user.
OSRIC