Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Meld Into Shadows. While in dim light or darkness, the dragon has resistance to damage that isn't force, psychic, or radiant, and the dragon can take the Hide action as a bonus action.
If the dragon is standing completely still, it is indiscernible from a large onyx formation.
Dark Sight. Magical darkness doesn't impede the dragon's darkvision.
Dark Creation. If a creature dies within 90 feet of the dragon, the creature rises as a shadow that acts immediately after the dragon in the initiative count and is under the dragon's control.
Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.
Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 11 (2d10) necrotic damage.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Encumbering Breath (Recharge 5-6). The dragon exhales a cloud of shadowy smoke in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw. On a failed save, the creature takes 63 (14d8) necrotic damage and is restrained until the end of its next turn, as shadowy chains hold the creature in place. On a successful save, the creature takes half as much damage and isn't restrained.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 20):
1/day each: darkness, pass without trace, phantasmal killer (7th level), spirit guardians (7th level, necrotic)
Shadow Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it that is within dim light or darkness. If it teleported to an area within total darkness, it gains advantage on its next attack roll.
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.
Claw. The dragon makes one Claw attack.
Psionics (Costs 2 Actions). The dragon uses Shadow Step or Spellcasting.
Shadow Assault (Costs 3 Actions). The dragon surrounds itself in a cloud of violent darkness. Each creature within 20 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 42 (12d6) necrotic damage and be pulled 10 feet closer to the dragon.
Description
When a gem dragon slips into the Shadowfell, whether in its incubation or while it is sleeping, its scales turn from luscious and smooth to sharp and deeply black, and its wings grow several large formations of onyx. This transformation results in an onyx dragon.
Lair and Lair Actions
An Onyx Dragon's Lair
Onyx dragons choose to make their lairs inside of stone spires, using their tops to look out into their domain. A spire with an onyx dragon dwelling inside grows several formations of onyx in dangerous shapes, making an ascent to the top dangerous. The inside of the lair is completely dark, serving as a refuge for the dragon and other creatures born from the darkness.
Lair Actions
In its lair, an onyx dragon's CR increases by 1. On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row:
- Grasping Shadows. A hand-shaped cloud of darkness appears under one creature in the lair that the dragon can see. That creature must succeed on a DC 20 Dexterity saving throw or take 13 (3d8) necrotic damage and be restrained until the end of their next turn.
- Blinding Darkness. The darkness in a 10-foot radius sphere within the lair amplifies, overwhelming creatures' senses of sight. Each creature in the dragon's lair must succeed on a DC 20 Constitution saving throw or be blinded until the end of their next turn.
- Engulf Mind. Whispers of dread fill the mind of a creature in the lair that the dragon can see. That creature must succeed on a DC 20 Wisdom saving throw or take 13 (3d8) psychic damage and be frightened by the dragon until the end of its next turn.
Regional Effects
The region containing a legendary onyx dragon’s lair is altered by the dragon's magic, which creates one or more of the following effects:
- Crystal Profusion. Onyx crystals appear from under the ground and on natural stone within 6 miles of the lair.
- Onyx Sight. Onyx crystals within 6 miles of the lair serve as a conduit for the dragon's psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components and targeting any onyx formation in that region.
- Feelings of Dread. Any creature not born from darkness feels a sense of overwhelming dread when within 6 miles of the lair.
- Thriving Shadows. Creatures born from darkness, such as shadow demons and shadows, are attracted to the area within 6 miles of the lair, and they regain 10 (4d4) hit points for each day spent in the area.
If the onyx dragon dies, these effects fade over the course of 1d10 days. However, the onyx formations remain.
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