Huge Dragon, Chaotic Evil
Armor Class 19 (natural armor)
Hit Points 217 (19d12 + 93)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
24 (+7)
DEX
15 (+2)
CON
20 (+5)
INT
13 (+1)
WIS
15 (+2)
CHA
20 (+5)
Saving Throws DEX +8, CON +11, WIS +8, CHA +11
Skills Perception +11, Stealth +7
Damage Immunities Acid
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Reanimated. The dragon does not need any sort of nutrients and also doesn't need oxygen.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Regeneration. The dragon regains 10 hit points at the beginning of its turn if it has above 1 hit point.

 

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 + 7) piercing damage plus 5 (1d8) acid damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 7) 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 120 feet of the dragon and aware of it must succeed on a DC 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.

Acid Breath (Recharge 5–6). The dragon exhales acid in a 60-­foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.

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 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.

Lair and Lair Actions

Shadow dracolichs dwell in caves on the frayed edges of civilization. A Undead dragon’s lair is a dismal cave, grotto, or underground ruin that is sometimes partially flooded. The lair is littered with the acid-pitted bones of previous victims and the fly-ridden carcasses of fresh kills, watched over by crumbling statues. Centipedes, scorpions, and snakes infest the lair, which is filled with the 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:

  • Large piles of bones that the dragon can see within 120 feet of it surge toward any creature within a 20 foot radius. Any creature that is caught by these bones succeed on a DC 17 Strength saving throw or the victim gets squeezed by the force of the bones capturing them, dealing 6 (1d10) force damage each turn the victim is captured. 
  • The dragon is able to summon 2 (1d4) skeletons. These skeletons have an extra 10 hit points to their hit points modifier. The skeletons also get a +4 to all of their attack rolls and a +2 onto all of their saving throws, as they are enchanted by the Shadow dracolich.
  • Magical darkness spreads from a point the dragon chooses within 75 feet of it, filling a 20-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 and weak magical light (Level 3 or below) 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 Shadow dracolich’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.
  • Rare resources within 250 feet of the lair are supernaturally turned to stone.

If the dragon dies, it disappears exactly 1 hour after it's death.

Previous Versions

Name Date Modified Views Adds Version Actions
3/28/2021 3:24:34 AM
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3/29/2021 6:23:38 AM
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1.0.1A
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Habitat: Swamp

CrispyBread

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