Huge Dragon, Neutral Evil
Armor Class 18 (natural armor)
Hit Points 184 (16d12 + 80)
Speed 40 ft., Fly 80 ft.
STR
27 (+8)
DEX
18 (+4)
CON
21 (+5)
INT
20 (+5)
WIS
21 (+5)
CHA
20 (+5)
Saving Throws DEX +10, CON +11, INT +11, WIS +11, CHA +11
Skills Athletics +13, History +10, Insight +10, Perception +10, Stealth +12
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Necrotic, Thunder
Condition Immunities Charmed
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 20
Languages Celestial, Common, Draconic, Elvish, Primordial, Sylvan
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

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 resistance to damage that ins'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.

Innate Spellcasting. The dragons innate spell casting ability is Intelligence (Spell save DC18 +10 to hit will spell attacks). It can innately cast the following spells, requiring no material components.
At will: tongues
5/day each: dispel magic, enhance ability

Spellcasting. The dragon is a 6th-level spellcaster, It's spellcasting ability is intelligence (spell save DC 18 +10 to hit spell attacks). It requires no material components to cast its spells, the dragon has the following wizard spells prepared.
Cantrips (at will): mage hand, message, minor illusion, prestidigitation
1st level (4 slots): cause fear, charm person, magic missile, unseen servant
2nd level (3 slots): dragons breath, darkness, web
3rd level (3 slots): bestow curse, thunder step, vampiric touch 

Actions

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: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 5 (1d10) necrotic damage.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 8) slashing damage, and hte target loses 4 hit points from bleeding at the start of each of its turns for the next six rounds unless it receives magical healing. Bleeding damage is cumulative; the target loses 4 hit points per round for each bleeding wound its taken from a mithral shadow dragon's claws.

Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (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 18 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.

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.

Shadow Breath. The dragon exhales darkness in a 60- foot cone. Each creature in that line must make a DC 18 Dexterity saving throw, taking 66 (12d10) 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.

Sleep Breath. The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 constitution saving throw or fall unconscious for 10 minutes. This efect ends for a creature if the creature takes damage or someone uses an action to wake it.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

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 10 feet of the dragon must succeed on a DC 21 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.

Lair and Lair Actions

A Mithral Shadow Dragon’s Lair

A mithral shadow dragon lairs in ruined castles or near shadowfell portals. It might take over a long forgotten keep and use it as a place to store its treasure and a shelter from the harsh sunlight.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere untill 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.
  • One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a dream 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 dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.

Regional Effects

The region containing a legendary bronze dragon’s lair is warped by the dragon’s magic.

  • Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon's lair, the dragon can establish telepathic contact with the creature and cause it to have horrible nightmares and relive past memories. The creature remembers its nightmares upon waking.  
  • Ghostly images of dead loved ones and friends haunt the ruins and surrounding area within 1 mile of the dragon's lair, These illusions move, converse and appear real, although a successful DC 23 Intelligence (investigation) check. Any physical interaction with an image reveals it to be an illusion.
  • Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair.

If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.

Habitat: UnderdarkUrban

Burtbromley

Comments

Posts Quoted:
Reply
Clear All Quotes