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Elder Shadow Drake (Tome of Beasts 2023)

Size
Large
Type
Dragon
Challenge Rating
7
Source
Tome of Beasts 2023
Alignment
Chaotic-Evil
Armor Class
16
Speeds
60, fly 20
Walking Speed
60
Flying Speed
20
Strength Score
22
Dexterity Score
13
Constitution Score
18
Intelligence Score
8
Wisdom Score
9
Charisma Score
13
Saving Throws
Dexterity, Constitution, Charisma
Skill Proficiencies
Perception, Stealth
Vision
Darkvision (120ft)
Languages Ref
Common, Draconic, Umbral
Hit Points
114
Resistances
Vulnerable to Radiant Damage, Immune to Cold Damage
Languages
Aethyrian Common, Draconic

Large dragon, Chaotic Evil


Armor Class 16 (natural armor)

Hit Points 114 (12d10 + 48)

Speed 60 ft., fly 20 ft.


STR
22 (+6)
DEX
13 (+1)
CON
18 (+4)
INT
8 (−1)
WIS
9 (−1)
CHA
13 (+1)

Saving Throws Dex +4, Con +7, Cha +4

Skills Perception +5, Stealth +7

Damage Vulnerabilities radiant

Damage Resistances False

Damage Immunities cold

Condition Immunities False

Senses darkvision 120 ft., passive Perception 15

Languages Common, Draconic, Umbral

Challenge 7 (2,900 XP)

Shadow Sight. The drake has advantage on Wisdom (Perception) checks made while in dim light or darkness, and magical darkness doesn't impede the drake's darkvision.

Actions

Multiattack. The elder shadow drake makes one Bite attack and two Tail Slap attacks.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

Tail Slap. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Invisibility. The drake magically turns invisible until it attacks, uses Shadow Step, or starts its turn in sunlight, or until its concentration ends (as if concentrating on a spell). Any equipment the drake wears or carries is invisible with it. The drake must be in dim light or darkness to use this action.

Stygian Breath (Recharge 5-6). The elder shadow drake spits a ball of black liquid on a point the dragon can see within 60 feet of it. The ball bursts into a 20-foot-radius sphere of black mist centered on that point for 1 minute. Each creature in the mist when it appears must make a DC 15 Constitution saving throw, taking 42 (12d6) cold damage on a failed save, or half as much damage on a successful one. The mist spreads around corners, and its area is magical darkness. No natural light can illuminate the mist. If any of the mist overlaps with an area of light created by a spell of 1st level or lower, the spell creating the light is dispelled.

Bonus Actions

Shadow Step. The drake teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. The origin and destination spaces must be in dim light or darkness.

Description

False

Stat block from Tome of Beasts 2023 (Kobold Press), Open Game Content used under the Open Game License 1.0a. Tome of Beasts. 2023 Open Design LLC. All rights reserved. It is not Geminaea material. See Legal.