Huge Dragon, Lawful Evil
Armor Class 16 (natural armor)
Hit Points 180 (10d20 + 105)
Speed 40 ft.
STR
18 (+4)
DEX
20 (+5)
CON
22 (+6)
INT
17 (+3)
WIS
18 (+4)
CHA
24 (+7)
Saving Throws DEX +9, WIS +8, CHA +11
Skills Perception +10, Stealth +14
Damage Resistances Necrotic
Damage Immunities Lightning
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 19
Languages Common, Draconic
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Damage Resistances. The Dragon has Resistance to necrotic damage.

Skill Proficiency: Stealth. The dragon’s Proficiency Bonus is doubled for its Dexterity (Stealth) checks.

Living Shadow. While in dim light or Darkness, the Dragon has 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.

Shattered Soul. PC's killed by the dragon can continue to help their allies.  Dead PCs can force a contested charisma roll, if the dragon fails it is stunned until the end of its turn.

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: +8 to hit, reach 10 ft., one target. Hit: 8 (2d6 + 4) piercing damage plus 10 (5d4) necrotic damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 4) slashing damage.

Pneumatic Blast. Ranged Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 6 (2d4 + 4) bludgeoning damage. DC 16 Athletics or Acrobatics or be knocked back 15 ft and prone.

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 20 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.

Soul Flair (Recharge 5–6). The dragon manifests a 3rd eye dealing radiant damage in a cylinder 15 feet in diameter and 60 feet long. Each creature in that cylinder must make a DC 18 Dexterity saving throw, taking 36 (12d6) radiant damage on a failed save and be blinded until the end of their next turn, or half as much damage on a successful one. Regardless of the save, one Shadow is created adjacent to the affected creature. 

Reactions

Ego Sheild.  An attack that would hit the dragon is absorbed by an Ego Bearer instead.

 

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.

Pneumatic Blast. The dragon makes a pneumatic blast attack.

Dream Dust (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 18 Charisma saving throw or fall into a magical sleep for one minute. 

Penumbral Dive (Costs 3 Actions). The dragon teleports from one grey ooze pool to another if the pool is within 60 feet.

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:

  • Ego Bearer. Requires a sleeping creature within 30 ft of the dragon. Fly a sleeper to within 5 ft the dragon and ready to be used in Ego Shield. The sleeper will continue to follow the dragon at 40ft fly speed until killed or dismissed. 
  • Raise Shadows.  Create 1d4 shadows from grey ooze pools.
  • Umbral Land. Sacrifice a Shadow to cast the Darkness spell, lasts until this layer action is used again.
  • Moonlit Walk. The dragon teleports to the nearest grey ooze pool.

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:

  • Perpetual eclipse, constant dim light. No day/night circle.
  • Nightmares, DC(16) wisdom save, haunt thoughts within 10 miles of the layer. Preventing rest
  • Living Shadows lash out, DC (10) con save per 10 miles, at travelers out to 50 miles. 1d4 strength damage on a failed save.

If the dragon dies, the shadows recede immediately, and the nightmares become pleasant dreams for 1d10 days. 

Previous Versions

Name Date Modified Views Adds Version Actions
6/25/2020 7:38:33 PM
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