Undead Nature. A skeleton doesn’t require air, food, drink, or sleep.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Regeneration. The undead dragon regains 4d6 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight. If the undead dragon takes radiant damage or damage from holy water, this trait doesn’t function at the start of the undead dragon’s next turn.
Soul Consumption. When a creature dies within 30 feet of the undead dragon, that creature must succeed on a DC 18 Wisdom saving throw, or that creature’s soul is torn from its body and pulled into the undead dragon’s gaping maw. The undead dragon gains a number of temporary hit points equal to the dead creature’s Hit Dice. Creatures that die in this manner can only be restored to life by a true resurrection or wish spell.
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 4d10 hit point instead.
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.
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 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.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Necrotic Breath. The dragon exhales a ploom of necrotic energy 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.
Weakening Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.
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.
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.
Summon undead. The dragon roars out a bellowing roar, raising the undead all around the player. (3d8 + 5)
Lair and Lair Actions
A Skeletal Dragon’s Lair
Ancient skeletal dragons make their homes in the most fridged places imaginable, if you're bold enough o traverse the perilous trek to the lair itself, you will be welcomed to one of the most frightening dragons around.
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:
- The dragon is able to use his lair as an extension to his already immense power, so it has an advantage on dex saving throws.
- One creature the dragon can see within 120 feet of it must succeed on a DC 15 Consitution saving throw or be frozen in a pillar of ice. To escape, the creature must use its action to make a Strength check contested by the dragons. If the creature wins, it escapes the Ice Tomb. Otherwise, the creature is frozen in the tomb, has resistance to all damage, and cannot take any other action other than to break free. A player can assist in breaking the player out by doing 20 points of damage, any extra damage dealt carries over to the player entombed.