While in dim light or darkness, the dragon has resistance to damage that isn't force, psychic, or radiant.
While in dim light or darkness, the dragon can take the Hide action as a bonus action.
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: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.
Shadow Breath. The dragon exhales shadowy blast in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 54 (12d8) necrotic damage , 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.
Paralyzing Breath. The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed 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.
Previous Versions
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