Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Living Shadow. In dim light or darkness, the shadow dragon has resistance to all damage that isn’t force, psychic, or radiant.
Shadow Stealth. In dim light or darkness, shadow dragons can Hide as a bonus action.
Sunlight Sensitivity. The dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight while in direct sunlight.
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: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) necrotic damage plus 5 (1d10) lightning damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) 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 17 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 necrotic energy in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) necrotic damage on a failed save, or half as much damage on a successful one. Also, any humanoid reduced to 0 hit points by this attack dies (no death saving throws allowed), and a Shadow rises from its corpse under the dragon’s control.
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 20 Dexterity saving throw or take 14 (2d6 + 7) 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:
- 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.
- 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 10 ft. of a hostile creature, it may use its reaction to make a Bite attack against that creature.
- Lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that the dragon can see. They must be within 120 ft. of the dragon and 120 ft. of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.
Regional Effects
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.
If the dragon dies, the regional effects disappear within 1d10 days.
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