Huge Dragon, Chaotic Evil
Armor Class 19 (natural armor)
Hit Points 193 (17d12 + 85)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
23 (+6)
DEX
14 (+2)
CON
21 (+5)
INT
14 (+2)
WIS
13 (+1)
CHA
17 (+3)
Saving Throws DEX +8, CON +11, WIS +7, CHA +9
Skills Perception +11, Stealth +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks while in Dim Light or Darkness
Damage Immunities Acid, Necrotic
Condition Immunities Blinded
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 20
Languages Common, Draconic, Telepathy
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

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.

Living Shadow. While in dim light or darkness, the dragon has resistance to damage that isn’t force, psychic, or radiant.

Shadow Stealth. While in dim light or darkness, the dragon can take the Hide action as a bonus action.

Shadow Stride. As a bonus action, the dragon can step into a shadow within 5 feet of it and magically appear in an unoccupied space within 5 feet of a second shadow that is up to 60 feet away. Both shadows must be cast by an equal or larger creature or object.

Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom Perception checks that rely on sight.  Additionally, the dragon has vulnerability to bludgeoning, piercing, slashing from magical weapon attacks while in sunlight. The dragon takes additional damage equal to one extra damage die done by the magical weapon (for example a longsword does 1d8 damage, so it would deal an additional 1d8 damage to the dragon).

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) necrotic damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 60 feet of the dragon and aware of it must succeed on a DC 15 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.

Shadow Breath (Recharge 5–6). The dragon exhales an inky cloud of necrotic negative energy in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 46 (14d6) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon’s control

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 a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 17 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.

Description

Evil-tempered and chaotic, night-shadow dragons collect the riches  and plunder of it's victims. These dragons seethe at the sight of orderly and prosperous society, and revel in the corruption of humanoid civilization. They make their homes in gloomy caves, grottos and decrepit ruins near,or in, swamps where kingdoms once flourished. 

With a broad sagittal crest and long back turned horns curving inward, a night-shadow dragon’s face is angular with never blinking deep violet eyes. Its curving, segmented horns are bone-colored near the base and  as a night-shadow dragon ages, the flesh around its horns appears to have thin tendrils of shadow creeping up the horns, looking like indigo veins.  A night-shadow dragon’s head is defined with jaw spikes and horns. Its tongue is purple and thick with a forked tip.  A shadowy mist wisps from the dragons toothy maw, adding to the dragons terrifying appearance. 

Night-shadow dragons are not born naturally, but rather a byproduct of the Shadowfell.  When a dragon resides too long in the plane of shadow, dark energies infuse and itransform it's body over the span of only a few years. The effects cannot be resisted by the dragon regardless of it's age, species, or alignment.  The Shadowfell claims all in it's dominion. 

Cunning and Cruel. Night-shadow dragons are evil and callous, distinguishing themselves as deft, manipulative and cruel. Naturally a predator, by deception, stalking their prey, like a cat stalking a mouse, is it's bliss.  A night-shadow dragon, when hunting prefers toying with it's prey, finding amusement in presenting false hope of parlay or escape before finishing off its enemies.  The victim's terrorr realized just as the dragon lashes out from the shadows. 

A night-shadow dragon skulks, attacking its weakest enemy first, which inflates its ego as it terrifies its remaining foes. On the cusp of defeat, a night-shadow dragon does anything it can to preserve it's own life, but accepts death before it would allow any other creature to hold dominance over it.

Natural Enemies and Servants. Night-shadow dragons hate and fear other dragons. Especially good aligned dragons. It will spy on draconic rivals from the shadows, looking for opportunities to destroy lesser dragons and attempt trickery with stronger ones to avoid them.  If a stronger dragon threatens it, a night-shadow dragon abandons its lair and seeks out new territory.  In rare instances a night-shadow dragon will open a disguised portal to the Shadowfell  attempting to lure the stronger dragon through, condemning it's opponent to a shadowy metamorphosis. 

 The torturous isolation and entrapment in the Shadowfell shatters most dragon's psyche as the dark energies suffuse the helpless beast during it's transfiguration.  This isolation warps the dragon's mind, and it no longer views humanoid kind as anything other than food or entertainment.  

A night-shadow dragon’s malicious pressence might also cause the spawning of evil shadows that are attracted to good creatures approaching the dragon’s lair. These shadows will cease at nothing to destroy, and/or corrupt, these good creatures.

Lair and Lair Actions

Night-shadow dragons reside in isolated, fetid places.  A night-shadow dragon’s lair is preferably a dismal cave, grotto, or old  ruins bordering swamps.   Night-shadow dragons dwell in perpetual gloom: allowing the dragon to open and maintain a planar connection to the Shadowfell.  The lair is littered with the black dry rotting bones of previous victims and the fly-ridden carcasses of fresh kills rotting and decaying to the creature's tastes.  Centipedes, scorpions, snakes, and carrion crawlers, infest the lair, which is filled with the sweet putrid stench of death and decay. 

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • Shadows that the dragon can see within 120 feet of it surge outward in a grasping wave. Any creature on the ground within 20 feet of such a shadow must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet away and knocked prone
  • A cloud of necrotic spores fills a 20-foot-radius sphere centered on a point the dragon chooses within 60 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must succeed on a DC 15 Constitution saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) necrotic damage.
  • Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Regional Effects

The region containing a legendary night-shadow dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud, and unnatural darkness. 
  • Fog lightly obscures the land within 6 miles of the lair. Creating a permanent condition of dim light. Magical light spells of 2nd level or lower do not affect the lighting in any way. 
  • Shadows within 1 mile of the lair manifest in peculiar ways. Individuals begin to feel as if they're being watched. Every 24 hours players within the affected area must make a DC 15 Wisdom saving throw. Failed saving throws result in the player having a -5 penalty on all Wisdom Perception ability checks due to the distracting nature of the shadows. 
  • If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days.

Previous Versions

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Habitat: MountainSwampUnderdark

Mazjiken42

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