Monster
Nurvureem, The Dark Lady
Outside your table’s allowed sources
Official reference · PotA · 2014
- Creature type
- Dragon
- Size
- Huge
- Armor class
- 19 (natural armor)
- Hit points
- 195 (17d12 + 85)
- Speed
- Walk 40 ft., Fly 80 ft., Swim 40 ft.
- Challenge rating
- 14
- Alignment
- Chaotic Evil
- Strength
- 23
- Dexterity
- 14
- Constitution
- 21
- Intelligence
- 14
- Wisdom
- 13
- Charisma
- 17
- Passive Perception
- 21
- Saving Throws
- dex: +7; con: +10; wis: +6; cha: +8
- Skills
- perception: +11; stealth: +12
- Senses
- blindsight 60 ft., darkvision 120 ft.
- Languages
- Common, Draconic
- Resistances
- necrotic
- Immunities
- acid
Traits
Amphibious
Nurvureem can breathe air and water.
Legendary Resistance (3/Day)
If Nurvureem fails a saving throw, it can choose to succeed instead.
While in dim light or darkness, Nurvureem has resistance to damage that isn't force, psychic, or radiant.
Shadow Stealth
While in dim light or darkness, Nurvureem can take the Hide action as a bonus action.
Sunlight Sensitivity
While in sunlight, Nurvureem has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack
Nurvureem 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 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) necrotic damage.
Claw
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail
Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence
Each creature of Nurvureem's choice that is within 120 feet of Nurvureem and aware of it must succeed on a DC 16 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 Nurvureem's Frightful Presence for the next 24 hours.
Acid Breath (Recharge 5–6)
Nurvureem exhales necrotic in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) 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 Nurvureem in the initiative count. The shadow is under Nurvureem's control.
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
Nurvureem makes a Wisdom (Perception) check.
Tail Attack
Nurvureem makes a tail attack.
Wing Attack (Costs 2 Actions)
Nurvureem beats its wings. Each creature within 10 feet of Nurvureem must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. Nurvureem 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.