Gargantuan Dragon, Any Evil Alignment
Armor Class 22 (natural armor)
Hit Points 546 (28d20 + 252)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
30 (+10)
DEX
10 (+0)
CON
29 (+9)
INT
18 (+4)
WIS
15 (+2)
CHA
23 (+6)
Saving Throws DEX +8, CON +17, WIS +10, CHA +14
Skills Perception +16, Stealth +14
Damage Immunities Necrotic
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Common, Draconic
Challenge 25 (75,000 XP)
Proficiency Bonus +8
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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) necrotic damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) 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 21 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 shadow in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) 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 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.

Description

Shadow dragons are true dragons that were either born in the Shadowfell or transformed by years spent within its dismal confines. Some shadow dragons embrace the Shadowfell for its bleak landscapes and desolation. Others seek to return to the Material Plane, hungry to spread the darkness and evil of the Plane of Shadow.

Lair and Lair Actions

The region containing a legendary Shadow Dragon’s lair is warped by its magic and connection to the Shadowfell, which can create one or more of the following effects:

  • Within a mile of the lair, portals to the Shadowfell open and close at random. Roll a d6 every hour, with a portal to the Shadowfell opening on a 4-6. On a 6, creatures native to the Shadowfell emerge from the portal to attack anything nearby. The portal lasts for 1d4 hours before closing. 
  • The sun never rises. The sky remains inky black and the air is cold and lifeless within 1d4 miles of the lair. Colors seem muted and gray. 
  • Cults who worship deities of the Shadowfell (like the Raven Queen) or the dragon itself emerge in the neighboring towns. They desire the dragon’s favor, and try to supply it with food and treasure, even offering themselves up to the dragon as food in an act of supreme devotion. 

Lair Actions

Cloaked in Shadows

The Shadow Dragon surrounds its lair in a cloak of shadows. All light from non-magical sources can shed bright light no further than 10ft, and dim light no further than 15ft beyond that. 

Shadow Step

On its turn, the Shadow Dragon may spend half its movement speed to step from one area of darkness and reappear in another within 500ft. If it reappears within 5ft of a hostile creature, it may use its reaction to make a Bite attack against that creature. 

Shackles of Darkness 

The Shadow Dragon summons a swarm of shadowy hands to rise up and attempt to restrain a creature it can see or hear that is standing in dim light or darkness.

The creature must succeed on a DC16 Strength saving throw or be restrained, taking (3d6) necrotic damage at the start of each turn. A creature restrained by these hands can use its action to repeat the Strength saving throw, freeing itself on a success. 

Snuff

The Shadow Dragon extinguishes all non-magical and magical sources of light within 60ft range. Magical sources of light that are being maintained using concentration magic prompt the caster to make a DC18 concentration saving throw.

Non-magical light sources are extinguished until they can be lit again, and magical light sources begin functioning again at the start of the next round. 

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

Previous Versions

Name Date Modified Views Adds Version Actions
11/9/2021 5:03:19 PM
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11/9/2021 6:47:58 PM
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Habitat: Underdark

El_Pootis