Free interactive D&D 5e SRD stat block

Young Black Dragon

Large Dragon, CR 7, AC 18, 127 HP. Chaotic Evil.

Large Dragon (Chromatic), Chaotic Evil

AC
18
Initiative
+5 (15)
HP
127 (15d10+45)
Speed
40 ft., Fly 80 ft., Swim 40 ft.
ScoreModSave
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.

How to run Young Black Dragon

A young black dragon runs the encounter from a swamp, a flooded ruin, or a sea cave it has claimed for the decade. With Amphibious, 40 ft. walk, 80 ft. fly, and 40 ft. swim, this dragon picks the terrain and the party fights on it. AC 18, 127 HP, Stealth +5, Acrobatics-grade Dex saves at +5; she is a real threat to a level-5 party and she knows it. Plan the water before you plan the turns.

Open with Acid Breath if positioning gives you the line. 14d6 acid in a 30-foot, 5-foot-wide line averages 49 on a failed DC 14 Dex save, which deletes a low-Con caster in one bad roll and seriously hurts on a passed save. The line is narrow, so the party's marching order does the work for you: anyone caught behind the fighter eats the same damage. Recharge means the breath returns on a 5-6, so do not waste it on a single grouped target if you can wait a round and clip three.

After the breath, switch to Multiattack: three Rends at +7 with reach 10 ft. for 12 average each (9 slashing, 3 acid), 36 average on a full hit. The reach matters; she can stand 10 ft. back from the front line and still attack everyone in melee range without exposing herself to opportunity attacks from the wizard. If the party tries to flank, fly straight up 80 ft. and let the rogue burn an arrow turn instead of getting another sneak attack. Blindsight 30 ft. and Darkvision 120 ft. mean Fog Cloud and Darkness do not help the party much.

Young blacks are spiteful but not suicidal. Once Bloodied with no Acid Breath ready, dive into the swamp and use the swim speed to vanish. Acid immunity means she can hide in her own breath puddle if she has to. She returns three nights later, with a plan and a grudge, and the next encounter is in the party's camp.

Have her speak one line in Common from the dark before the breath. Something cruel, something specific. The party should know the swamp is awake.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

  • Click any number in the stat block — attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills — to roll dice instantly.
  • Shift + click for advantage. Ctrl/⌘ + click for disadvantage.
  • Click a spell name for a quick reference card.
  • Add your party's AC on the left to see who got hit on each attack.
  • HP and party persist in your browser — share a state with the URL bar.

Run real sessions, not just stat blocks

LorePanic searches every rulebook in milliseconds, transcribes Discord games, and lets an AI agent take notes while you narrate. Free trial, no credit card.

Try LorePanic free →