Young Shadow Dragon
Large Dragon. CR 10, AC 17, 114 HP. Traits: Evil, Incorporeal Movement, Essence Link, Innate Spellcasting.
- Armor class
- 17
- Hit points
- 114
- Challenge
- 10
- Creature type
- Dragon
- Size
- Large
Stat block
- Cha
- 18
- Con
- 18
- Dex
- 14
- Int
- 12
- Str
- 18
- Wis
- 12
- Speed
- Fly: 80; Swim: 40; Walk: 40; Climb: 40
- Senses
- darkvision 240 ft., passive Perception 15
- Skills
- Nature: 5; Insight: 5; Stealth: 6; Deception: 8; Perception: 5
- Actions
- Multiattack. The dragon attacks once with its bite and twice with its claws.
- Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage plus 4 (1d8) necrotic damage.
- Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage.
- Anguished Breath (Recharge 5-6). The dragon exhales a shadowy maelstrom of anguish in a 30-foot cone. Each creature in that area makes a DC 16 Wisdom saving throw taking 40 (9d8) necrotic damage on a failed save or half damage on a success.
- Languages
- Common, Draconic
- Saving throws
- Wisdom: 5; Dexterity: 6; Constitution: 8; Intelligence: 5
- Damage immunities
- necrotic, poison
- Special abilities
- Evil. The dragon radiates an Evil aura.
- Incorporeal Movement. The dragon can move through other creatures and objects. It takes 11 (2d10) force damage if it ends its turn inside an object.
- Essence Link. The essence dragon is spiritually linked to a specific area or landmark. The dragon gains no benefit from a long rest when more than 1 mile away from its linked area. If the dragon dies, the area it is linked to loses its vital essence until it forms a new essence dragon, which can take centuries. When a creature first enters an area that has lost its vital essence in this way, they gain a level of fatigue and a level of strife. This fatigue and strife can be removed only by completing a long rest outside the area.
- Innate Spellcasting. The dragons spellcasting ability is Charisma (save DC 16). It can innately cast the following spells, requiring no material components. 3/day each:darkness, detect evil and good
- Damage resistances
- acid, cold, fire, lightning, thunder; damage from nonmagical weapons
- Condition immunities
- fatigue, frightened, grappled, paralyzed, poisoned, prone, restrained
Source and licence
From A5E Monstrous Menagerie.
Licence: Open Game Content (OGL 1.0a).