Huge Dragon (Titan), Lawful Evil
Armor Class 19 (natural armor)
Hit Points 195 (10d20 + 85)
Speed 40 ft., Fly 80 ft., Burrow 40 ft.
STR
27 (+8)
DEX
14 (+2)
CON
21 (+5)
INT
14 (+2)
WIS
13 (+1)
CHA
22 (+6)
Saving Throws DEX +7, CON +10, WIS +6, CHA +11
Skills Perception +11, Stealth +9
Damage Resistances Acid, Fire, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Charmed, Frightened, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Draconic, Undercommon
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits
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.

Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 16). The dragon can innately cast these spells, requiring no material components:

1/day: DarknessSleep, and Animate Dead. Sleep can be cast as a 3rd level spell, and Animate Dead can be cast without a corpse.

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: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) necrotic damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) 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.

Shadow Breath (Recharge 5–6). The dragon exhales shadowy fire in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 56 (16d6) necrotic damage on a failed save, 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.

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 dragons dwell in swamps on the frayed edges of civilization, similar to Black Dragons. A Shadow dragon’s lair is a dismal cave, grotto, or ruin that is at least partially dark so the shadow dragon can increase his power and grow older appropriately. The lair is littered with the corpses of the dragon's past victims, and some say that Shadow Dragons talk to the spirits of its previous victims. Fiends and dark creatures are attracted by the dark aura of the place, so they infest the lair and protect it from outsiders.

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: 

  • Two Shadows rise from an area of dim light or darkness within 60 feet of the dragon. They act immediately after the dragon's turn.
  • Dark and shadowy energies emanate in a 60-foot radius around the dragon. Each creature other than the dragon in that area must succeed on a DC 14 Constitution saving throw or gain one level of exhaustion.
  • A cacophony of maddening laughter echoes throughout the lair. All creatures within 120 feet of the dragon must make a DC 15 Wisdom saving throw or be stunned until the end of their next turn.

Regional Effects

The region containing a legendary black dragon’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.
  • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.
  • Fog lightly obscures the land within 6 miles of the lair.

If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
9/20/2021 11:23:02 PM
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Coming Soon

Monster Tags: Titan

Habitat: SwampUnderdark

Monster_Master

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