Amphibious. The dragon can breathe air and water.
Legendary Resistance (2/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.
Light Sensitivity. While in bright or sun light, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack. The dragon can use its Shadow Roar. It then makes three attacks: one with its bite or tail and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 6) piercing damage plus 7 (1d8 +6) necrotic damage.
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 6) bludgeoning damage. A creature must make a DC 15 Strength or Dexterity save or be knocked 10ft in the direction they were hit.
Shadow Roar. Each creature of the dragon's choice that is within 120 feet of the dragon, and not already deafened, must succeed on a DC 16 Constitution saving throw or become deafened 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.
Shadow Breath (Recharge 5–6). The dragon exhales a black cloud of necrotic energy in a 120-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 36 (12d6) necrotic damage on a failed save, or half as much damage on a successful one. Additionally, each creature that failed the save is blinded for 1 minute or until they succeed a DC 17 Constitution save at the end of each of their turns
The dragon can take 2 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
Deep in the heart of the earth shadowfell dragons guard their lair. A shadowfell dragon's lair is desolate and dark. Light looses luster while in the lair and the air is filled with misty black fog. Desiccated bones litter the floor and it is said that every lair either has or is an opening to the shadow fell realm.
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:
- Shadows that the dragon can see within 120 feet of it surge outward in a purple, grasping, wave of necrotic energy . Any creature within 20 feet of a shadow must succeed on a DC 14 Strength saving throw or be pulled up to 20 feet into the shadow and is magically grappled until they succeed the save on any of their next turns. Additionally any non-magical light is extinguished.
- A cloud effervescent black-purple fog fill a 20 ft. Cube centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) poison damage.
- Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
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