Great Wyrm Black Dragon (5e Creature)

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Design Note: This creature was designed using Mythic Monsters (5e Variant Rule) as a guide.

Great Wyrm Black Dragon[edit]

Titanic dragon, chaotic evil

Armor Class 26 (Natural Armor)
Hit Points 896 (60d12 + 500)
Speed 40 ft., fly 150 ft., swim 40 ft.

30 (+10) 14 (+2) 28 (+9) 20 (+5) 18 (+4) 25 (+7)

Saving Throws Dex +11, Con +18, Wis +13, Cha +16
Skills Perception +22, Stealth +11
Damage Resistances bludgeoning, piercing and slashing damage from magical attacks
Damage Immunities acid, poison; bludgeoning, piercing and slashing damage from nonmagical attacks
Condition Immunities charmed, frightened, paralyzed, poisoned, diseased, stunned,
Senses blindsight 120 ft., darkvision 240 ft., passive Perception 32
Languages Common, Draconic
Challenge 32 (195,000 XP)

Amphibious. The dragon can breathe air and water.

Acid Absorption. Whenever the dragon is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.

Acid Blood. The dragon's blood is not red but a vibrant yellow-green and just toxic as its saliva. Whenever the dragon suffers slashing or piercing damage from a melee attack, if the attacker is within 5 feet of the dragon, they suffer 14 (3d8) acid damage. The dragon is immune to the Contagion spell and to all effects that would cause disease.

Dissolving acid. When a character wearing nonmagical armor suffers damage from the dragon's acid breath, their armor is destroyed. When a character wielding a nonmagical weapon suffers damage from the dragons Acid Blood, their weapon is destroyed.

Legendary Resistances (5/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Magic Resistance. The dragon has an advantage on saving throws against spells and other magical effects.

Mythic Acid. The incredible power of this creature's acid is more powerful than the strongest enchantments. Characters who are normally immune to acid damage instead are treated as if they are resistant to the acid damage caused by this dragon and characters who are resistant to acid damage instead treat it as if they were not. Siege Monster. The dragon deals double damage to objects and structures.

Stone dissolve. When the dragon uses its breath weapon on a stone structure, it can make a DC 20 Constitution check. On a success, the structure dissolves away and turns into a bubbling pool of acid which releases toxic fumes into the air, dealing 18 (5d6) poison damage and 32 (7d8) acid damage to all characters who enter it and to all characters begin their turn in it. On a failure, the structure suffers 180 (20d8x2) acid damage. If the structure is destroyed by this, it will collapse into rubble.

Toxic Aura. When a hostile character begins its turn within 30 feet of the dragon, they have to make a Constitution save vs 19 or suffer 1 point of Exhaustion.


Multiattack. The dragon can use its Frightful Presence. It then makes six attacks: one with its bite, four with its claws, and one with its tail sweep.

Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 52 (4d10 + 30) piercing damage plus 13 (2d12) acid damage and DC 20 Strength Saving throw or be swallowed. At the start of each turn, all swallowed characters suffer 23 (5d8) bludgeoning + 32 (7d8) acid damage and are considered restrained and asphyxiating. It requires 70 internal damage in a single round for the Dragon to make a Constitution save vs DC 25. On failure, it vomits up all swallowed characters, releasing them and dealing half its normal acid breath damage to all characters in a 100-foot line, with a successful DC 26 Dexterity saving throw negating all damage. If a character is reduced to 0 HP while swallowed by the dragon, their body is dissolved.

Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 24 (4d6 + 10) slashing damage.

Tail sweep. Melee Weapon Attack: +15 to hit, reach 20 ft., up to 5 targets within range. Hit: 17 (2d6 + 10) bludgeoning damage.

Mythic Frightful Presence. Each creature of the dragon's choice that is within 240 feet of the dragon and aware of it must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute. A creature that is frightened is also paralyzed. A creature of CR 10 or lower who becomes frightened in this way suffers a heart attack, instantly dropping to 0 HP and falling unconscious. A creature that would be made immune to fear through magic instead receives an advantage on its saving throw. 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.


Mythic reactions. The dragon can make six reactions each round, one with its bite attack, four with its claw attacks, and one with its tail.

Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage + if target is Huge or smaller, they are knocked prone.


The dragon can take 5 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.

Caustic Gaze (Costs 2 actions, 1/Day). The dragon chooses a character with 60 feet. That character loses 2d6 Constitution points. If this would lower a character to 0 Constitution, their blood turns to acid for the next 1 minute and if they are not immune to acid, they fall dead. Otherwise, they become incapacitated for 1d4 rounds.
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 27 Dexterity saving throw or take 24 (4d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Acid Breath (Costs 3 Actions). The dragon exhales acid in a 150-foot line that is 15 feet wide. Each creature in that line must make a DC 26 Dexterity saving throw, taking 90 (20d8) acid damage on a failed save, or half as much damage on a successful one.

See Dragons (5e Creature).

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