Huge Dragon, Chaotic Evil
Armor Class 19 (natural armor)
Hit Points 237 (18d12 + 120)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
25 (+7)
DEX
12 (+1)
CON
23 (+6)
INT
16 (+3)
WIS
13 (+1)
CHA
19 (+4)
Saving Throws DEX +6, CON +11, WIS +6, CHA +9
Skills Perception +13, Stealth +6
Damage Resistances Necrotic
Damage Immunities Fire
Condition Immunities Frightened, Petrified, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Draconic
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

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.

Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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: +12 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) necrotic damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +12 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 18 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 18 Dexterity saving throw, taking 49 (14d6) necrotic damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target also suffers a point of exhaustion. A humanoid that is reduced to 6 levels of exhaustion 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 20 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

A Shadow Dragon is a rare species of planar dragon that has a connection with the Plane of Shadow, either being a native to the plane or a dragon that has been corrupted by the plane’s dark magic. Dragons that fall in the latter category usually become corrupted after entering a portal that leads to the The Plane of Shadow where they are stranded, these portals being known to spawn in places a dragon might make its lair. Once they are corrupted, they cannot revert back even if they return to the Material Plane.

Lair and Lair Actions

A Shadow Dragon’s Lair

Red dragons lair where darkness and cold seep into the Material Plane, dwelling in cursed forests where many dare not tread, or within the deep halls of abandoned mines and forgotten caverns. Shadow dragon lairs are place where the corruption of the Shadowfell has opened a portal to the material plane, possibly the place the dragon was able to escape the despair of the shadowlands. 

Everywhere in this lair would be dim light to all creatures, regardless of magic or darkvision. 

Lair Actions

On initiative count 20 (losing initiative ties), the shadow 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:

  • Lights within the lair flicker and darken for a moment, and 1d4 shadows appear in unoccupied spaces that are in dim light or darkness. If the entire lair is lit with bright light, nothing happens.
  • 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.
  • Shadows form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The shadows spreads around corners, and its area is obscured. In this sphere, bright light becomes dim light, and dim light becomes darkness. 

Regional Effects

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

  • Magical light sources inexplicably fail for a few seconds each day within 6 miles of the dragon’s lair.
  • Moonless nights are supernaturally dark within 1 mile of the lair, preventing darkness from being illuminated by nonmagical light sources.
  • Twisted shadows within 1 mile of the dragon’s lair take shape, as shadows appear to roam the world above on the darkest nights.

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

Habitat: ForestMountainUnderdark

electroshockedfox

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