Living Shadow. While in dim light or darkness, Aurgloroasa has resistance to damage that isn't force, psychic, or radiant.
Shadow Stealth. While in dim light or darkness, Aurgloroasa can take the Hide action as a bonus action.
Sunlight Sensitivity. While in sunlight, Aurgloroasa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Amphibious. Aurgloroasa can breathe air and water.
Innate Spellcasting. Aurgloroasa's spellcasting ability is Charisma (spell save DC 21). She can innately cast the following spells, requiring no material components:
At will: chill touch(at 17th level), Melf's acid arrow, hex
3/day each: vitriolic sphere, circle of death, shadow of moil
1/day each: Abi-Dalzim's horrid wilting, slow
Change Shape. Aurgloroasa magically polymorphs into a humanoid or beast that has a challenge rating no higher than her own, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (her choice).
In a new form, Aurgloroasa retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Legendary Resistance (3/Day). If Aurgloroasa fails a saving throw, she can choose to succeed instead.
Multiattack. Aurgloroasa can use her Frightful Presence. She then makes three attacks: one with her bite and two with her claws.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) necrotic damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 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 Aurgloroasa's choice that is within 120 feet and aware of her 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 Aurgloroasa's Frightful Presence for the next 24 hours.
Shadow Breath (Recharge 5–6). Aurgloroasa exhales shadowy acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) necrotic damage on a failed save, or half as much damage on a successful one.
Aurgloroasa 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. Aurgloroasa regains spent legendary actions at the start of herturn.
Detect. Aurgloroasa makes a Wisdom (Perception) check.
Tail Attack. Aurgloroasa makes a tail attack.
Wing Attack (Costs 2 Actions). Aurgloroasa beats her wings. Each creature within 15 feet of Aurgloroasa must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Aurgloroasa can then fly up to half her flying speed.
Lair and Lair Actions
The Lair of the Sibilant Shade is a place of permanent darkness. No light enters and any light sources that are brought in are snuffed out. Deep within the twisting caves Aurgloroasa calls home is the Twilight Abyss, a pit of utter and total blackness, where the Lurking Nightmare herself plots in her own realm of inky darkness. No light can penetrate the darkness of this Chasm, just the way Aurgloroasa likes it.
Lair Actions
On initiative count 20 (losing initiative ties), Aurgloroasa takes a lair action to cause one of the following effects; Aurgloroasa can’t use the same effect two rounds in a row:
- The Tides of Dark Surge: Pools of shadow that Aurgloroasa can see within 120 feet of her surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the pool and knocked prone.
- Cloud of Shadow & Nightmares: A cloud of biting shadows fills a 20-foot-radius sphere centered on a point Aurgloroasa chooses within 120 feet of her. The cloud spreads around corners and remains until she dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) necrotic damage.
- Minions of Shadow, Hear My Call: The dead minions of Aurgloroasa rise at her beck and call. Aurgloroasa causes 2d6 Foul Mire Zombies to rise from pools of darkness that she can see. Aurgloroasa may choose which pool each zombie rises from at the DM's discretion. The zombies are fully under Aurgloroasa's control, and cannot be commanded against her. They also have resistance to being turned.
Regional Effects
The region containing Aurgloroasa's lair, the Foul Mire, is warped by her 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 the plants grow thick and twisted, and the swamps are thick with reeking mud.
- Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.
- Fog lightly obscures the land within 6 miles of the lair.
- Any undead within 6 miles of her lair are immune to the effects of sunlight sensitivity.
- Creatures within a mile of Aurgloroasa's lair that are not considered undead and are enemies of her feel crushing dread, and must make a DC 14 Wisdom saving throw every hour or suffer the effects of the Shadowfell Despair table in the Dungeon Master's Guide (Pg. 52).
If Aurgloroasa dies, vegetation remains as it has grown, but other effects fade over 1d100 days.
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