Huge Dragon, Chaotic Evil
Armor Class 19 (natural armor)
Hit Points 256 (19d12 + 133)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
16 (+3)
WIS
13 (+1)
CHA
21 (+5)
Saving Throws DEX +6, CON +13, WIS +7, CHA +11
Skills Perception +13, Stealth +6
Damage Immunities Cold, Necrotic
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Common, Draconic
Challenge 17 (18,000 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 (2d10 + 8) piercing damage plus 7 (2d6) cold damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 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 black and blue flames in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 31 (9d6) necrotic damage, plus 31 (9d6) cold damage on a failed save, or half as much damage on a successful one.

Bonus Actions

 

Reactions

 

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.

Mythic Actions

 

Description

 The stench of death surrounds a true shadow dragon, and the air becomes chilled to its proximity. To be in the grasp of a trues shadow dragon is said to have been an experience of death itself. Their beating wings seem to drip dark wisps of smoke that corrupt the very ground.

These creatures have not been seen on the material plane since the separation of the primordials, and are so rare they are believed to be a myth. Chromatic dragons that spend too much time in darkness and hatred are said to attract the essence of these all but forgotten beings, corrupting their minds and souls until they become chromatic shadow dragons.

Lair and Lair Actions

 

A Shadow Dragon’s Lair

Shadow dragon's lairs have never been found on the material plane; but it is said that they might have resided deep beneath the underdark, hoarding precious gems which slowly turn black over time.

The ground within a Shadow Dragon's lair slowly fills with the dripping shadows that form from its scales, until islands of rock and stone form to act as resting places.

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:

  • Liquid shadow bursts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
  • The islands of rock and stone shift around, changing the layout of the lair and moving any creatures within it that were standing on the ground.
  • Freezing gases 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 lightly 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 13 Constitution saving throw or have its movement speed halved, and can only choose between an action or a bonus action.

Regional Effects

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

  • Plumes of Darkness are common within 6 miles of the dragon’s lair, changing the landscape to eternal night.
  • Water sources within 1 mile of the lair are supernaturally cold and tainted by death.
  • Plantlife within 1 mile of the lair wither and warp into unnatural forms.

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

Habitat: HillMountain

NathanielDunkeld

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