Unusual Nature. The dragon doesn’t require air, food, drink, or sleep.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The undead dragon can make three attacks: one with its bite and two with its claws. One Tail attack can be used in place of a bite attack or two claw attacks.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 4 (2d4) necrotic damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 6) slashing damage plus 2 (1d4) necrotic damage. If the target is a Medium or smaller creature, they can be grappled (escape DC 15). Until this grapple ends, the target is restrained. The dragon has two claws, each of which can grapple one target.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) 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 12 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.
Breath of Firey Dread (Recharge 5–6). The dragon exhales a blast of sickly green flames in a 45-foot cone or a line 10-feet wide and 75-feet long. Each creature in that area must make a DC 16 Dexterity saving throw (creatures behind full cover may roll with advantage, taking 36(8d8) necrotic damage on a failed save, or half as much damage on a successful one. Any Medium or smaller Humanoid killed by the breath’s damage within the cone, becomes a zombie (see the Monster Manual) under the dragon’s control. The zombie acts on the dragon’s initiative but immediately after the dragon’s turn. Absent any other command, the zombie tries to kill any non-Undead creature it encounters.
Description
Skeletal Green Dragons are pale imitations of their former selves. They remember flashes and echoes of their distant past but remember their last few days of life with burning rage. Exchanging their poison for necrotic damage, they look for immediate revenge before the power that reanimated them fades away (1d8 days later) and the necrotic rage rends their bones to dust that disappears into the ground never to return.
Skeletal Dragons
Skeletal dragons are the Undead skeletal remains of metallic or chromatic dragons, infused in a quick ritual by a Necromancer of Maglubiyet with vengeful necrotic power that temporarily returns the dragon's soul using the power of the god of the goblins. A skeletal dragon retains a shadow of its former personality. The stronger the undead dragon was in its former life, the more it can recall of its most recent history.
A skeletal dragon’s bones are reanimated with a sickening necrotic energy that adds a sinewy connection between the dragon's bones. Mostly bones and undead ligaments, it is resistant to all magical and non-magical piercing damage. Its wings are reanimated with spectral energy to give flight and hovering to a pile of bones. The sickening green necrotic energy burns in its mouth, which it can unleash in a horrific mockery of the breath weapon it possessed in life. The breath snuffs out life force and infuses undeath into corpses it touches. These zombies burn with the same green fire and serve the skeletal dragon’s will, typically going on rampages to destroy all living creatures in sight.
Lair and Lair Actions
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