Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed 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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) necrotic damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) 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 19 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.
Draining Breath (Recharge 5–6). The dragon exhales tendrils of negative energy in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 45 (18d4) fire damage on a failed save, or half as much damage on a successful one. Each creature in the area must also make a DC 21 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Create Wraith. The dragon targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a wraith in the space of its corpse or in the nearest unoccupied space. The wraith is under the dragon's control. The dragon can have no more than twelve wraiths under its control at one time.
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 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
Lair and Lair Actions
An Indigo Dragon’s Lair
Indigo dragons lair in mountains or rough badlands, dwelling in caverns hidden in the rough terrain, or within deep caverns long bereft of life. Barren, uninhabitable caves with jagged, crystalline, rocky formations are the most highly prized indigo dragon lairs, creating hazards that hinder intruders and prevent them from finding a dragon as it sleeps.
With its hoard well protected deep within the lair, an indigo dragon spends just enough of its time outside its lair to make sure the area surrounding it is as inhospitable and unapproachable as the inside. For an indigo dragon, a deep place in the world is the palace from which it can build its incorporeal undead army to eventually conquer the wider world it seeks to control.
Throughout the lair complex, undead servants roam, securing the dragon’s realm, warning off its enemies with grim reminders of it victories.
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:
- Spirits rise up from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius miasma. Each creature in the miasma’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
- Ancient graves in a 60-foot radius around the dragon burst open as skeletal appendages reach out and grab the dragon's enemies. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be restrained until the target takes an action to break free (automatically).
- Necrotic gases form a miasma in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be paralyzed until the end of its turn.
Regional Effects
The region containing a legendary indigo dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Gravesite collapses, open as pits, are common within 6 miles of the dragon’s lair.
- Water sources within 1 mile of the lair are tainted with decaying vegetation and corpses.
- Rocky fissures within 1 mile of the dragon’s lair form portals to the Shadowfell, allowing spirits to enter the area, transforming into incorporeal undead that dwelling nearby.
If the dragon dies, these effects fade over the course of 1d10 days.
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