I’ve been attempting to make the old Shadow Dragon 5e from pre-5e (the ones that started on the Shadowfell and weren’t simply reskinned chromatic/metallic dragons. This is the thing that I concocted in shadow dragon 5e.
Adult Shadow Dragon
- Protection Class 19 (common covering)
- Hit Points 196 (17d12 + 85)
- Speed 60 ft., fly 80 ft., swim 60 ft
- Saving Throws Dexterity +8, Constitution +11, Wisdom +8, Cha +13
- Abilities Stealth +8, Perception +14, Deception +13, Insight +8, Persuasion +14
- Harm Immunities Necrotic
- Faculties blindsight 60ft., Darkvision 120ft., inactive Perception 22
- Dialects Common, Draconic
- Challenge 17
Shadow Blend. While in any brightening that isn’t full light, the dragon darkens its appearance with Shadow Dragon 5e. Fake brightening, even Light and Continual Flame doesn’t discredit this capacity, yet a Daylight spell does and if the dragon takes brilliant harm, the Shadow Dragon 5e scatter until the start of their next turn. While under this impact, the dragon acquires a +2 reward to AC as it is clouded by the shadows in shadow dragon 5e.
Daylight Sensitivity. While in daylight, the dragon has disservice on assault rolls and Wisdom (Perception) watches that depend without hesitation.
Shadow Cloak. While in faint light or dimness, the dragon has advantage on saving tosses against spells and supernatural impacts and protection from all harm that isn’t mystic or brilliant.
Wizardry Weapons. The dragon’s regular weapons consider supernatural for the reasons for conquering harm opposition.
Amazing Resistance (3/Day). On the off chance that the dragon bombs a saving toss, it can decide to prevail all things considered.
Shadow Dragon 5e Stealth While in faint light or Darkness, the dragon can make the Hide move as a Bonus Action. Its covertness reward is likewise improved to +14.
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Multiattack. The dragon can utilize its Frightful Presence. It at that point makes three assaults: one with its nibble and two with its paws.
Chomp. Skirmish Weapon Attack: +11 to hit, arrive at 10ft., one objective. Hit 16 (2d10 + 5) puncturing in addition to 7(2d6) necrotic harm.
Hook. Scuffle Weapon Attack: +11 to hit, arrive at 5ft., one objective. Hit 12 (2d6 + 5) slicing harm.
Tail. Skirmish Weapon Attack: +11 to hit, arrive at 15ft., one objective. Hit 14 (2d8 + 5) cudgeling harm.
Horrible Presence. Every animal of the dragon’s decision that is inside 120 feet of the dragon and mindful of it should prevail on a DC 21 Wisdom saving toss or become terrified for 1 moment. An animal can rehash the saving toss toward the finish of every one of its turns, finishing the impact on a triumph. On the off chance that the animal’s saving toss is fruitful or the impact closes for it, the animal is safe to the dragon’s Frightful Presence for the following 24 hours.
Shadow Dragon 5e Walk. As an activity, when in faint light or murkiness, the dragon can transport up to 120 feet to an empty space it can see that is likewise in faint light or dimness.
Shriveling Breath. (Energize 5-6) 60ft cone, DC 18 Constitution saving toss, 56 (16d6) necrotic harm or half on fruitful save. On the off chance that an animal bombs the save by at least 5, they acquire a state of fatigue. Animals murdered by the harm or impacts of the breath ascend as Shadow Dragon 5e constrained by the dragon on the following round.
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Bloodied Breath. The first run through the dragon is diminished to a large portion of it’s hit focuses, its breath weapon energizes and the dragon can utilize it right away.
The dragon can make 3 unbelievable moves, looking over the alternatives beneath. Just a single unbelievable activity alternative can be utilized at an at once toward the finish of another animal’s turn. The dragon recaptures spent unbelievable activities toward the beginning of its turn.
Recognize. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail assault.
Shadow Walk (2 activities). The dragon utilizes its Shadow Dragon 5e Walk capacity.
Wing Attack (2 activities). The dragon beats its wings. Every animal inside 10ft. of the dragon should prevail on a DC 18 Dexterity saving toss or take 12(2d6+5) pummeling harm and be thumped inclined.