Resistances. See Living Shadow.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Living Shadow and Dreams. While in Dim Light or Darkness, the dragon has Resistance to damage that isn’t Force, Psychic, or Radiant.
Sunlight Sensitivity. While in sunlight, the dragon has Disadvantage on ability checks and attack rolls.
Multiattack. The dragon makes three Rend attacks or three Tail attacks. you can do the attacks in any order you'd like. Or one of the Breath attacks.
Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 12 (2d6 + 5) Slashing damage plus 3 (1d6) Necrotic damage.
Tail. Melee Attack Roll: +10, reach 15 ft. Hit: 12 (2d6 + 5) Slashing damage plus 5 (1d6) Necrotic damage.
Shadow Breath (Recharge 5–6). Dexterity Saving Throw: DC 17, each creature in a 60-foot Cone. Failure: 35 (10d6) Necrotic damage. Success: Half damage. Failure or Success: A Humanoid reduced to 0 Hit Points by this damage dies, and a Shadow rises from the corpse. The shadow is under the dragon’s control and shares the dragon’s Initiative count but acts immediately after the dragon.
Dream Breath (Recharge 5–6). Constitution Saving Throw: DC 25, each creature in a 60-foot radius. Failure: Unconscious.
Reaction Name. Enter the description for your action.
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Veil of Shadow. The dragon uses Shadow Stealth, and one creature of its choice that it can see within 10 feet of it takes 10 (3d6) Necrotic damage. The dragon can’t take this action again until the start of its next turn.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.