Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 22). The dragon can innately cast the following spells, requiring no material components:
1/day each: abi-dalzim's horrid wilting, darkness, finger of death, maddening darkness, mind blank, shadow of moil
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Living Shadow. While in dim light or darkness, the dragon has advantage on saving throws against spells and magical effects, and resistance to damage that isn’t force, psychic, or radiant.
Shadow Stealth. While in dim light or darkness, the dragon can take the Hide action as a bonus action.
Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
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: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 18 (6d6) necrotic damage.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Shadow Walk. As an action, when in dim light or darkness, the dragon can teleport up to 120 feet to an unoccupied space it can see that is also in dim light or darkness.
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 21 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 shadow in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon’s control.
Bloodied Breath. The first time the dragon is reduced to half it's hit point maximum, its breath weapon recharges and the dragon can use it immediately.
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.
Shadow Walk (Costs 2 actions). The dragon uses its Shadow Walk ability.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
Shadow dragons are evil true dragons that were either native to the Shadowfell, or transformed by years spent there. Physically seeming insubstantial, shadow dragons had dark, translucent scales which helped them camoflage into the darkness around them. Shadow dragons were often mistaken for black dragons, but their horns were pointed backward. A long fringe of spines emerged from the back of a dragon's neck and its powerful tail featured a swimming fin. Shadow dragons are related to three drow offshots. A special form of half-shadow dragon, zekyl, shadow draconic drow, zar'ithra, and the draa'zekyl or drow-dragon.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
- An area of magical fog permeates the area, darkening it. In a 20' radius area, all mundane light sources and light created by spells of 2nd level or lower are immediately snuffed out and cannot be created within the area. Spells of 3rd level or higher that do not produce sunlight are unable to produce bright light in the area. This effect lasts until initiative count 20 on the next round.
- The grasping shadowy skeletal hands of the dead claw out for the living to join them in a 20 foot radius centered on a point the dragon can see within 120 feet of it. The area becomes difficult terrain and each creature there hostile to the dragon must make a DC 21 Strength saving throw or be restrained by the grasping hands of the dead. A creature can be freed if it or another creature succeeds in pulling it free with a DC 21 Strength check. The shadowy hands disapear if the dragon uses this lair action again or when the dragon dies.
- The dead rise from their rest to defend their master. The shadow dragon summons 1d4+2 shadows within 120 feet of it at points it can see. These creatures are under the control of the shadow dragon and take their turns on initiative count 20.
- One creature the dragon can see within 120 feet must succeed a DC 21 Charisma saving throw or be banished to a nightmare plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon's. if the creature wins, it escapes the nightmare plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the place it left or in the nearest unoccupied space if that one is occupied.
Regional Effects
The region containing a legendary shadow dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- An unnatural air hangs over the area within 1 mile of the dragon's lair. Light sources within the vicinity of this effect have their radii reduced by half.
- The shadows around the lair twist and cast shapes of death and the dead and a fog hangs over the place showing flittering visions of the lost.
- Water sources near the lair dry up the closer to it they are. For those that still hold water, the water tastes of decay and often breeds disease.
Previous Versions
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3/14/2020 9:18:24 PM
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Coming Soon
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