Spellcasting Level: The Shadewyrm is considered a 10th-level spellcaster. The save DC is 17 and the spell attack modifier is +9.
Cantrips (at will): Mage Hand, Minor Illusion, Prestidigitation.
1st Level (4 slots): Shield, Charm Person, Silent Image.
2nd Level (3 slots): Mirror Image, Invisibility.
3rd Level (3 slots): Major Image, Fear.
4th Level (3 slots): Dimension Door.
5th Level (2 slots): Modify Memory.
Multiattack: The Shadewyrm can make 3 attacks. 2 with its bite attack and 1 with its Shadow Tail or Breath Weapon. They can also use their frightful presence.
Bite: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 5) piercing damage plus 7 (2d6) psychic damage. The target must succeed on a DC 18 Wisdom saving throw or be frightened until the end of its next turn.
Shadow Tail: Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 5) bludgeoning damage plus 9 (2d8) necrotic damage. The target must succeed on a DC 18 Constitution saving throw or have its hit point maximum reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest.
Breath Weapon (Recharge 5-6): The lesser dragon exhales chaotic energy in a 40-foot cone. Creatures in the area must make a DC 17 Wisdom saving throw, taking 6d8 psychic damage on a failed save, or half as much on a successful one.
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 17 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.
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Chaos Infusion: The Shadewyrm can channel chaotic energy into one of its attacks, dealing an additional 1d6 psychic damage on a successful hit. This bonus action can be used once per turn.
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Shadowmeld: The Shadewyrm can meld into the shadows, gaining advantage on Dexterity (Stealth) checks until the start of its next turn.
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Ephemeral Dodge: When targeted by a melee or ranged attack, Shadewyrm can use its reaction to blur into a shadowy form, imposing disadvantage on the attack roll.
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Illusory Deflection: If the Shadewyrm fails a saving throw, it can use its reaction to create an illusory duplicate. The duplicate takes the effects of the failed save, while Eclipsebane remains unaffected. This ability can be used once per short rest.
The Shadewyrm: Legendary Actions The Shadewyrm 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 Shadewyrm regains spent legendary actions at the start of its turn.
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Shadow Blink (Costs 2 Actions): The Shadewyrm magically teleports up to 60 feet to an unoccupied space it can see, leaving behind a brief shadowy afterimage. This movement does not provoke opportunity attacks.
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Chaos Whispers (Costs 1 Action): The Shadewyrm utters disorienting whispers in a 30-foot cone. Creatures in that area must succeed on a DC 18 Wisdom saving throw or be stunned until the end of their next turn.
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Illusory Mirage (Costs 1 Action): The Shadewyrm uses its mastery over illusions to create a lifelike illusion of itself within 30 feet. This illusion has its own initiative count and shares the Shadewyrm's statistics but cannot take actions. The illusion persists until the end of the Shadewyrm's next turn.
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Description
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Lair and Lair Actions
The Shadewyrm: Lair Actions On initiative count 20 (losing initiative ties), The Shadewyrm takes a lair action to cause one of the following effects:
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Shadow Veil: Magical darkness spreads from a point on the ground within 60 feet of the Shadewyrm, creating a 30-foot radius sphere of darkness. This darkness lasts until initiative count 20 on the next round.
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Chaos Surge: Unpredictable energy surges through the lair, causing the ground to become difficult terrain for creatures other than the Shadewyrm. This effect lasts until initiative count 20 on the next round.
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Illusory Distortion: The Shadewyrm manipulates illusions within its lair. All creatures in the lair must succeed on a DC 18 Intelligence saving throw or be affected as if by the confusion spell for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.
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