Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Summon Shadow Dragons (2/Day): Zal'drak can summon two adult red shadow dragons to aid him in battle. The summoned dragons appear within 60 feet of Zal'drak and act immediately, obeying his verbal commands. The summoned dragons remain for 1 hour or until they are reduced to 0 hit points, at which point they disappear. Zal'drak cannot use this ability again until 3d12 days.
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: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid 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 the dragon's choice that is within 120 feet of the dragon and aware of it 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 the dragon's Frightful Presence for the next 24 hours.
Acid Breath (Recharge 5–6). The dragon exhales acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 24 Dexterity saving throw, taking 81 (18d8) 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 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Shadow Spike (Costs 2 Actions): Zal'drak shoots a spike of pure shadow energy at a point within 120 feet of him. Upon impact, a 20ft by 20ft centered on the spike is filled with magical darkness. This darkness persists for 1 minute or until dispelled by a spell such as dispel magic or daylight.
Description
At first glance, Zal'drak appears as a formidable sight to behold, even among the ancient black dragons of legend. Towering at over 80 feet in length, with scales as dark as the deepest abyss, he exudes an aura of primal power and malevolence. His massive form ripples with muscle beneath his sleek, obsidian scales, each one reflecting the dim light with an oily sheen.
Zal'drak's eyes burn with an intense crimson glow, betraying the ancient wisdom and cunning that lies behind his fearsome visage. His razor-sharp claws, each the size of a grown man, glint menacingly in the darkness, ready to rend flesh and bone with a single swipe. His elongated snout is filled with rows of serrated teeth, capable of tearing through even the toughest armor with ease.
But it is not just Zal'drak's physical presence that commands respect and fear. Wisps of shadowy energy dance around him, coalescing into eerie shapes and forms that seem to shift and morph with his every movement. His mere presence seems to warp the fabric of reality itself, casting everything around him in a veil of darkness and despair.
Despite his terrifying appearance, there is a sense of ancient wisdom and intelligence that emanates from Zal'drak, hinting at a mind as sharp as his claws. He moves with a sinuous grace that belies his immense size, each movement deliberate and calculated, as if he is always one step ahead of his adversaries.
In the end, Zal'drak is more than just a dragon; he is a living embodiment of darkness and shadow, a force of nature to be reckoned with and a challenge to all who dare to oppose him. To face him is to face one's darkest fears and to confront the very essence of evil itself.
Lair and Lair Actions
Lair: The Shadowed Abyss
Description:
Zal'drak's lair lies hidden deep within a treacherous swamp, shrouded in perpetual darkness. The swamp itself is a maze of twisting waterways and dense, overgrown vegetation, making it nearly impossible for intruders to navigate without succumbing to the treacherous terrain. The air is thick with the stench of decay, and the sound of buzzing insects fills the humid atmosphere.
The heart of Zal'drak's lair is a massive cavern, hidden beneath the murky waters of the swamp. Accessible only by submerged tunnels, the cavern is a vast, echoing chamber shrouded in magical darkness. The walls are slick with moisture, and strange, luminescent fungi cast an eerie glow over the surroundings.
Features:
Spike-Covered Pit: Near the center of the cavern lies a deep pit filled with sharpened spikes, a deadly trap designed to ensnare unwary intruders. The pit is hidden beneath a layer of murky water, making it difficult to spot until it's too late.
Shadowy Pools: Dark, stagnant pools of water dot the cavern floor, creating treacherous terrain for those attempting to navigate the lair. These pools are infused with shadow magic, draining the life force of any creature foolish enough to venture too close.
Dragon's Hoard: Nestled in a secluded alcove at the far end of the cavern lies Zal'drak's hoard, a vast collection of stolen treasure and ancient relics. Glittering piles of gold and jewels mingle with rare artifacts, tempting adventurers to risk the dragon's wrath in search of wealth and power.
Hazards:
Swamp Creatures: The surrounding swamp is home to a myriad of deadly creatures, from giant insects to carnivorous plants. Intruders must contend not only with Zal'drak's defenses but also with the hostile denizens of the swamp itself.
Magical Darkness: The pervasive darkness within the cavern can disorient and confound even the most experienced adventurers. Navigating the lair requires caution and careful planning to avoid becoming lost or falling prey to unseen dangers.
Shadow Traps: Zal'drak has littered his lair with magical traps designed to ensnare and incapacitate intruders. These traps range from concealed pitfalls to shadowy illusions, making every step a potential hazard for unwary adventurers.
Zal'drak's lair is a place of darkness and despair, where only the bravest or most foolhardy dare to tread. Those who seek to challenge the Shadowbane must first navigate the treacherous swamp and overcome the deadly traps that guard his domain.
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