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.
Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) necrotic damage. When a creature is hit with this attack the creature must make a DC 22 CON save on a fail the target must role a d20 and the DM chooses an ability that creature can not use for the necrotic damage has hit ones soul. when all abilites have been devoured the creature dies as the soul is devoured by the dragon.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage. On a hit the dragon heals half the amount of damage done.
Shadow Breath (Recharge 5–6). The dragon exhales shadowy fire in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) 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. Any damage done with this attack will heal a portion of health to the dragon as it consume the leaking life force from the creatures that are hit.
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.
Banish. The dragon can banish a creature to its lair in the shadowfell if the creature is on another plane. If the targeted creature is from another plane then witch it is on it will in turn be banish to a cell or cage within the plane that it originated. If the spell is not broken with in 1 minute whether they are from the plane they are stuck there.
Shadow Step. While in dim light or darkness, the drow can teleport as a bonus action up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.
Shadow Breath (Costs 3 Actions). The dragon exhales shadowy fire in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) 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.
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