Gargantuan Dragon, Typically Neutral Evil
Armor Class 22 (natural armor)
Hit Points 546 (28d20 + 252)
Speed 40 ft., Fly 80 ft., Burrow 40 ft.
STR
30 (+10)
DEX
14 (+2)
CON
29 (+9)
INT
18 (+4)
WIS
18 (+4)
CHA
28 (+9)
Saving Throws STR +18, DEX +10, CON +17, INT +12
Skills Insight +10, Perception +17, Persuasion +16, Stealth +9
Damage Vulnerabilities Radiant
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Tremorsense 50 ft., Truesight, Passive Perception 27
Languages Common, Draconic, Undercommon
Challenge 25 (75,000 XP)
Proficiency Bonus +8
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 each: DarknessSleep, and Animate Dead. Sleep can be cast as a 3rd level spell, and Animate Dead can be cast without a corpse.

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

Regeneration. The dragon regains 10 HP every turn unless hit by radiant damage.

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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage + 4 (1d6+1) necrotic damage.

Claw. Melee Weapon Attack:  +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing 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 24 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. The dragon exhales magical shadows in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) necrotic damage on a failed save, or half as much damage on a successful one.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

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 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Mythic Actions

Nightmares. Each creature of the dragon's choice within a 60 ft. radius that can see or hear him must succeed on a DC 23 Wisdom saving throw or fall asleep for 2 minutes. Every turn, the targets lose 30 HP and the dragon regains 5 HP. They can repeat the saving throw on each of their turns but otherwise do nothing. Another creature can use it's action to wake up another sleeping creature.

Lair and Lair Actions

A Shadow Dragon’s Lair

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.

Habitat: ForestGrassland

Monster_Master

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