Undead Nature. An undead black dragon wyrmling does not require air, food, drink, or sleep.
Fleeting Senses. The rot dragon has disadvantage on Intelligence (Investigation) and Wisdom (Perception) checks.
Undead Fortitude. If damage reduces the rot dragon to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the rot dragon drops to 1 hit point instead.
Cadaverous Appearance. While the zombie dragon is lying still, it is indistinguishable from a mundane decomposing corpse. It can still be detected by a Detect Evil and Good spell, or similar magic.
Multiattack. The dragon makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 5) piercing damage. Additionally, living creatures must succeed on a DC 18 Constitution saving throw, or take 4 (1d8) necrotic damage necrotic damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 5) slashing damage.
Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 5) 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.
Putrid Breath (Recharge 5–6). The dragon exhales acid in a 30-foot cone. Creatures in the area must succeed on a DC 15 Constitution saving throw, taking 22 (6d8) necrotic 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.
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 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
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