Amphibious. The dragon can breathe air and water.
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.
Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) necrotic damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Shadow Breath (Recharge 5–6). The dragon exhales necrotic energy in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 HP by this attack dies and immediately rises as a shadow under the dragon's control. The shadow acts immediately after the dragon.
Description
Green dragons are the most cunning and treacherous of chromatic dragons, using misdirection and trickery to gain unfair advantages against their enemies.
Shadow dragons, on the other hand, have spent years absorbing the bleak darkness of the Shadowfell, warped by years within it's confines.
And green shadow dragons are the worst of both worlds.
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