Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) psychic damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
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 18 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 shadows in a 60-foot line that is 20 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) psychic damage on a failed save, or half as much damage on a successful one.
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 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Shadow Loyalty. The dragon weaves shadows around the mind of one target (human or monster). The target must make a DC 15 Wisdom saving throw. On a failed save, the target becomes paralyzed for one minute. The target can make a DC 20 Wisdom saving throw at the end of each turn, and if successful, the condition is removed. A Lesser Restoration also works. If at the end of a minute, the target is still paralyzed, the target becomes permanently and fanatically loyal to the dragon, even to the point of sacrificing his own life for his master. This condition can only be removed with Greater Restoration. The dragon can paralyze multiple victims at once, but he can initiate only one per round. (That is, the second target must be initiated on the second round.) Initiating Shadow Loyalty is a legendary action.
Lair and Lair Actions
Shadow dragons dwell in dark places, preferably underground. A shadow dragon’s ideal lair is a dismal, unlit cave.
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:
- Temporary partial blindness afflicts up to 3 opponents for a round, causing disadvantage on attacks requiring a to hit roll.
- Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
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:
- The land within 6 miles of the lair takes twice as long as normal to traverse, since shadows play distracting tricks on the mind.
- The sun is half as bright land within 6 miles of the lair.
If the dragon dies, these effects fade over 1d10 days.
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