Flyby. The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Fire Absorption. Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Innate Spellcasting. The dragon’s innate spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components.
1/day each: darkness, enervation, mental prison, vampiric touch, illusory dragon
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.
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: +15 to hit, reach 10ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) necrotic damage.
Claw. Melee Weapon Attack: +15 to hit, reach 5ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 15ft., 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 20 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 shadowy fire in a 60-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 63 (18d6) 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.
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 23 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.
Lair and Lair Actions
A shadow dragon’s lair is a place of darkness, desolation, and decay. A Shadow Dragon might make its home in the ruins of an abandoned city, in a cave or tunnel complex far beneath the earth, in a demiplane adjacent to the Shadowfell – or in the nefarious plane of shadows itself.
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:
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The dragon summons a swarm of shadowy hands to rise up and attempt to restrain a creature that is standing in dim light or darkness. The creature must succeed on a DC 16 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.
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The Shadow Dragon extinguishes all non-magical and magical sources of light within 60ft range. If a creature is concentrating on magic that creates light, that creature must make a DC 18 Constitution saving throw or have the spell end. 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.
- A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
Regional Effects
The region containing a legendary red shadow dragon's lair is warped by its magic and connection to the Shadowfell, which creates one or more of the following effects:
- Small earthquakes are common within 6 miles of the dragon’s lair.
- Rocky fissures within 1 mile of the dragon’s lair form portals to the Shadowfell, allowing creatures native to the Shadowfell into the world to dwell nearby.
- Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
If the dragon dies, these effects fade over the course of 1d10 days.
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