Disappear. If the dragon stands still in a shadow or darkness it will require a DC 18 Perception (Wisdom) check
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 15 ft., one target. Hit: 26 (3d10 + 6) piercing damage plus 7 (2d8) acid damage.
Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 22 (3d8 + 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 16 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.
Acid Breath (Recharge 5–6). The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 64 (13d8) acid 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 18 (3d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Lair and Lair Actions
Shadow dragons dwell in caves deep underground. A shadow dragon’s lair is a dismal cave, grotto, or ruin, where it will be harder to see it. There are most of the time giant pieces of obsidian on the ground and walls.
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:
- the dragon disappears and reappears in a different place. all creatures make a DC 15 Perception (Wisdom) check or become [Condition]Confused[Condition]
- 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 black 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 dragon's lair is cold and dark.
- less daylight within 10 miles of the lair
- Fog lightly obscures the land within 6 miles of the lair.
If the dragon dies the effects fade over 1d10 days.
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