Homebrew Dragon, Shadow Species Details

Physically seeming insubstantial, shadow dragons had dark and translucent scales which helped them camouflage into the darkness around them. Shadow dragons were often mistaken for Black Dragons, but their horns pointed backwards. A long fringe of spines emerged from the back of a dragon's neck and its powerful tail featured a swimming fin. An average shadow dragon was 20 ft - 30 ft (6.1 m - 9.1 m) in length.

Personality

Shadow Dragons are crafty and devious, eclipsing even Red Dragons in their mental capabilities, and are on par with Gold Dragons, the smartest of the Metallic Dragons.

Abilities

Shadow dragons are physically weak compared to other dragons. For example, even at great wyrm stage, shadow dragons are, in regards of raw physical strength, below a White Dragon, the weakest of the Chromatic Dragons, at the same stage.  They have the frightful presence like other dragons and a number of abilities that allowed them to be stealthy and to move fast. Starting with a predisposition towards mundane hiding, sneaking and jumping. They aren't exactly fast flyers but can move unusually fast on feet for dragons.

Senses

Like any other True Dragon, shadow dragons have sharp hearing and sight, which is capable of low-light vision and darkvision. They also have blindsense.

Breath

A Shadow Dragon's Breath is a Cone of Shadows. Creatures caught in it lost parts of their vitality, skills and spells, possibly permanently, all while temporarily empowering the dragon. They could train their breath weapon to turn those they killed with it into spectral creatures who were then permanently enslaved by the shadow dragon.

Magic

As they aged, shadow dragons learned an increasing number of magical abilities to hide from enemies and enhance their movement. They could hide away into shadows, even those in otherwise well-lit areas, and learned over its ages to cast Mirror Image, Dimension Door, Nondetection, and Shadow Walk.

Once at great wyrm stage, they could fill a large area with darkness. Once this ability was used, a battle was in danger of becoming a one sided matter in favor of the shadow dragon. The darkness was impossible to disperse with light, magical or not. Creatures without ties to the Plane of Shadow, were practically blind as long as they remained in the area that encompassed a radius of 100 yards (91 meters). Those with ties to the plane were largely unaffected. This ability was usable multiple times.

Like many other true dragons, they developed sorcerer abilities with at least the potential to learn spells usually only open to divine casters as well as from the Chaos, Evil and Trickery Domain.

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Combat 

A Shadow Dragon will stalk its prey from the shadows, preferring to use its abilities to blend with the darkness and to confuse its enemies. It fights in many of the ways typically done by True Dragons - Biting, Clawing, Buffeting with Wings, Whipping with Tail, Crushing and Sweeping. 

A shadow dragon has very strong spell resistances and very hard scales. As it grows, it gains an increasingly stronger resistance against spells and non magical physical attacks. Their scales are hard, even by dragon standards, and grow only harder with age. All shadow dragons own an outright immunity against life sapping effects.

Dragon, Shadow Traits

Like all Dragons, Shadow Dragons have a Multitude of Traits

Adult (HUGE) Shadow Dragon Traits Et Al

  • Armor Class 19 (natural armor)

  • Hit Points 196 (17d12 + 85)

  • Speed 60 ft., fly 80 ft., swim 60 ft.

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STR: 21 (+5), DEX: 14 (+2), CON: 21 (+5), INT: 16 (+3), WIS: 14 (+2), CHA: 25 (+7)

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  • Saving Throws Dexterity +8, Constitution +11, Wisdom +8, Cha +13

  • Skills Stealth +8, Perception +14, Deception +13, Insight +8, Persuasion +14

  • Damage Immunities Necrotic

  • Senses blindsight 60ft., Darkvision 120ft., passive Perception 22

  • Languages Common, Draconic

  • Challenge 17

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Shadow Blend. While in any illumination that is not full daylight, the dragon obscures its appearance with shadows. Artificial illumination, even Light and Continual Flame does not negate this ability, but a Daylight spell does and if the dragon takes radiant damage, the shadows disperse until the beginning of their next turn. While under this effect, the dragon gains a +2 bonus to AC as it is obscured by the shadows.

Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.

Shadow Cloak. While in dim light or darkness, the dragon has advantage on saving throws against spells and magical effects and resistance to all damage that isn't psychic or radiant.

Magic Weapons. The dragon's natural weapons count as magical for the purposes of overcoming damage resistance.

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

Shadow Stealth While in dim light or Darkness, the dragon can take the Hide action as a Bonus Action. Its stealth bonus is also improved to +14.

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: +11 to hit, reach 10ft., one target. Hit 16 (2d10 + 5) piercing plus 7(2d6) necrotic damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 12 (2d6 + 5) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15ft., one target. Hit 14 (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 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 a success. If the 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 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.

Withering Breath. (Recharge 5-6) 60ft cone, DC 18 Constitution saving throw, 56 (16d6) necrotic damage or half on successful save. If a creature fails the save by 5 or more, they gain a point of exhaustion. Creatures killed by the damage or effects of the breath rise as shadows controlled by the dragon on the next round.

Reactions

Bloodied Breath. The first time the dragon is reduced to half it's hit points, its breath weapon recharges and the dragon can use it immediately.

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.

Shadow Walk (2 actions). The dragon uses its Shadow Walk ability.

Wing Attack (2 actions). The dragon beats its wings. Each creature within 10ft. of the dragon must succeed on a DC 18 Dexterity saving throw or take 12(2d6+5) bludgeoning damage and be knocked prone.

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