Huge Dragon, Chaotic Evil
Armor Class 22 (natural armor)
Hit Points 285 (19d12 + 150)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
30 (+10)
DEX
10 (+0)
CON
29 (+9)
INT
20 (+5)
WIS
15 (+2)
CHA
23 (+6)
Saving Throws DEX +6, CON +15, WIS +8, CHA +12
Skills Perception +19, Stealth +14
Damage Immunities Fire, Necrotic
Condition Immunities Charmed, Frightened, Restrained
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Abyssal, Common, Draconic Gained the language of Abyssal from years of communicating with other greater evils from the material plane.
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

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

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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 8) piercing damage plus 7 (2d6) necrotic damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 8) 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 19 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 shadowy fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (19d6) necrotic 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 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

The aura of fear and apathy surrounds a red shadow dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout emits shadow at all times, and its eyes burn with a purple hue when it is angry.

Lair and Lair Actions

An Adult Red Shadow Dragon’s Lair

Red Shadow dragons lair in mountains, or within the deep halls of abandoned ruins and strongholds.  Native to the Shadowfell, the essence of the Shadowfell seeps into its lair causing chaos.  Shadows or other evil entities can seep into the material plane.

With its new home well protected, a red shadow dragon spends its time planning its next departure and spreading its rule over the plane it inhabits. For a red shadow dragon, the influence it has impacts the surrounding area it calls home.  The shadowy essence spews out into the nearby area taking control of life near its new home.

Throughout the lair complex, shadows embrace its power and call it king.  Each shadow is a former life that was conquered by its sheer will and power.  Not many see a red shadow dragon and live to tell their tale of its power and might.

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 emit from a point on the ground the dragon can see within 120 feet of it. The shadow takes form in the shape of the person standing in its area of affect.  The creature in the shadow’s area must make a DC 15 Wisdom saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.  If the creature fails the roll, the creature is proned by the shadows grasp.
  • A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  • Darkness form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is heavily obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.

Regional Effects

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

  • Obedience to power is common within 6 miles of the shadow dragon’s lair.
  • Abandoned ruins, stronghold, and areas formerly inhabited by populations within 1 mile of the shadow dragon's lair for portals to the Shadowfell, allowing the creature's of the Shadowfell to dwell nearby.

If the dragon dies, these effects fade over the course of 1d10 days.

Habitat: HillMountain

user-164044647

Comments

Posts Quoted:
Reply
Clear All Quotes