THE SHARED REFERENCE Adventurer

Monster

Karkethzerethzerus, the Sable Despoiler

Outside your table’s allowed sources

Official reference · EGW · 2014

Creature type
Dragon
Size
Gargantuan
Armor class
22 (natural armor)
Hit points
487 (25d20 + 225)
Speed
Walk 40 ft., Fly 80 ft.
Challenge rating
23
Alignment
Lawful Good
Strength
30
Dexterity
10
Constitution
29
Intelligence
18
Wisdom
15
Charisma
23
Passive Perception
26
Saving Throws
dex: +7; con: +16; wis: +9; cha: +13
Skills
arcana: +11; history: +11; perception: +16; stealth: +14
Senses
blindsight 60 ft., darkvision 120 ft.
Languages
Common, Draconic
Resistances
necrotic
Immunities
cold

Traits

Legendary Resistance (3/Day)

If the dragon fails a saving throw, it can choose to succeed instead.

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.

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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.

Claw

Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Tail

Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) 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 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.

Breath Weapons (Recharge 5–6)

The dragon uses one of the following breath weapons.

  • Shadow Breath: The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control.
  • Paralyzing Breath: The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed 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.

Change Shape

The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.

Legendary actions

Detect

The dragon makes a Wisdom (Perception) check.

Tail Attack

The dragon makes a tail attack.

Wing Attack (Costs 2 Actions)

The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair actions

Additional Lair Action

Shadow dragons have access to the lair actions usable by untransformed dragons of the same kind. The effects of these actions might be cosmetically altered, seeming darker, gloomier, and more subdued. They might also deal necrotic damage instead of other damage types. At your discretion, a legendary (adult or ancient) shadow dragon can use the following additional lair action while in its lair:

  • Banish Light: Any nonmagical source of illumination within a 60-foot-radius sphere centered on the dragon is snuffed out, and any spell that creates light within that same area is dispelled.

Regional effects

When a shadow dragon establishes a lair on the Material Plane, the region around the lair takes on some of the characteristics of the Shadowfell, creating one or more of the following effects:

  • Brooding Despair: Creatures within 1 mile of the dragon's lair that have an Intelligence score of 5 or higher feel forlorn and hopeless.
  • Dying Light: Light is diminished within 6 miles of the dragon's lair, 2 the land in gloomy shadows.
  • Gloomy Portals: Some caves, caverns, pits, and other places of deep gloom within 1 mile of the dragon's lair form portals to the Shadowfell, allowing creatures from that plane to dwell nearby.

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