Gargantuan Dragon, Lawful Evil
Armor Class 21 (natural armor)
Hit Points 385 (22d20 + 154)
Speed 40 ft., Fly 120 ft., Swim 40 ft.
STR
27 (+8)
DEX
12 (+1)
CON
25 (+7)
INT
20 (+5)
WIS
19 (+4)
CHA
28 (+9)
Saving Throws DEX +8, CON +14, WIS +11, CHA +16
Skills Deception +15, Insight +10, Perception +17, Persuasion +15, Stealth +18
Damage Immunities Necrotic
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Blindsight 60 ft., Darkvision 300 ft., Passive Perception 28
Languages Common, Draconic
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

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.

Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

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 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) necrotic damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 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.

Shadow Breath (Recharge 5–6). The dragon exhales shadowy fire in a 90-­foot cone. Each creature in that area must make a DC 21 Constitution saving throw, taking 71 (20d6) 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.

Legendary Actions

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.

Create Shadow (Costs 2 Actions). The dragon targets a humanoid corpse it can see. 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.

Description

Physically seeming insubstantial, shadow dragons had dark and translucent scales which helped them camouflage into the darkness around them. Shadow dragons were often mistaken for black dragons, but their horns pointed backwards. A long fringe of spines emerged from the back of a dragon's neck and its powerful tail featured a swimming fin

Lair and Lair Actions

 Shadow dragons take up residence where ever they can control the local populous. When the dragon wishes to reveal itself day and night become no more and darkness is a constant.

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:

  • A cloud of magical darkness envelopes a 20-foot radius area centered on a point on the ground that the dragon can see within 120 feet of it. Each creature in the area must succeed on a DC 14 Wisdom saving throw or be stunned by the disorienting darkness. The darkness fades when the dragon uses this lair action again or when the dragon dies.
  • The darkness becomes oppressive to those in it. Each humanoid within 120 feet of the dragon must make a DC 14 Dexterity saving throw. A creature that fails the save has their speed reduced by half and cannot take reactions until initiative count 20.
  • Magical smoke billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 14 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round.

Regional Effects

The region containing a legendary shadow dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Magical darkness blots out the sun within 10 mile of the dragon’s lair. This cover creates dim light at all times of they day. 

If the dragon dies, the darkness slowly fades and within 1d10 days, the sky becomes fully clear.

Habitat: Urban

Kieran13

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