Shadow Form. The shadow dragon can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Multiple Heads. The shadow dragon has two heads. While it has more than one head, the shadow dragon has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Reactive Heads. For each head the shadow dragon has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Wakeful. While the shadow dragon sleeps, at least one of its heads is awake.
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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) necrotic damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) 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.
Shadow Breath (Recharge 5–6). The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one.
Split. The dragon splits into two smaller forms. The dragon splits into two large dragons, dividing its hit points between the two forms. While split the dragon's two health is divided evenly between the two forms and any damage the dragon deals is halved. These forms act simultaneously on the dragon's original initiative.
If one of the forms dies, the dragon immediately uses its Fuse action. If one of the forms dies, Split cannot be used again.
Fuse. The dragon's two forms fuse back together. ANy damage and staus effects carry over to the original form. This action cannot be used if the dragon is unconscious, if the forms are more than 100 feet away from each other, or if the forms are on separate planes.
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 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.
Split (Costs 3 Actions). The dragon uses its Split action and each form immediately moves up to 15 feet. This does not provoke attacks of opportunity.
Lair and Lair Actions
Shadow dragons dwell in dark caves deep within the Underdark. A shadow dragon's lair is a cold cave or old ruins cast in deep shadow where the shadow dragon can sleep. The lair is scattered with the armor of past victims and the gathered treasure of the dragon. The layer seeps with bone-chilling cold, causing those who enter to be overcome with a sense of dread.
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:
- Shards of Shadow. Shards of ice sprout from the walls, impaling nearby victims. Hostile creatures within 15 ft. of a wall must make a DC 18 Dexterity saving throw or take 15 (3d10) cold damage.
- Sinking Darkness. A 20-foot radius sphere centered on a point of the dragon's choosing is enveloped in shadow. Any creature other than the dragon in the area must make a DC 19 Strength saving throw or sink up to 5 ft. into the ground and become Restrained. A creature may spend its action to attempt to break their restraints. If a creature ends its turn restrained it takes 3d6 cold damage.
- Sprouting Shadow. 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.
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