| Mod | Save | ||
|---|---|---|---|
| STR | 27 | +8 | +8 |
| DEX | 14 | +2 | +9 |
| CON | 25 | +7 | +14 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +3 |
| WIS | 15 | +2 | +9 |
| CHA | 19 | +4 | +11 |
Living Shadow. The dragon has resistance to acid, poison, and necrotic while in darkness or dim light.
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: +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 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.
Shadow Breath (Recharge 5–6). The dragon exhales necrotic shadows 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.
Shadow Stealth. While in dim light or darkness, the dragon takes the Hide action
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 23 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.
Veil of Shadow. The dragon uses shadow stealth, and one creature of it’s choice that it can see within 10 ft of it takes 10 (3d6) Necrotic damage.
Description
Shadow Dragons haunt forgotten places of the underdark, and reign over large swaths of darkness in Shadowfell, in some case, they even lurk in the deepest darkness parts of swamps. Like any other dragon, a shadow dragon has a hoard, usually of skulls and coins from it’s victims, who rise from the grave as servants to their devourer.
Lair and Lair Actions
Shadow dragons haunt dark forgotten places in the lurking shadows of the underdark. A Shadow dragon’s lair is a dismal cave, crypt, or Shadowfell ruin that is at least partially shrouded in darkness, providing cover where the dragon rests, and where its victims rise as shades. The lair is littered with the bones of previous victims and the rotting carcasses of fresh kills, watched over by crumbling statues. Shades and wraiths infest the lair, which is filled with the stench of death and decay.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause the following effect; the dragon can’t use the effect two rounds in a row:
- 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.
Comments