Monster
Umbraxakar
Outside your table’s allowed sources
Official reference · WDMM · 2014
- Creature type
- Dragon
- Size
- Huge
- Armor class
- 19 (natural armor)
- Hit points
- 212 (17d12 + 102)
- Speed
- Walk 40 ft., Fly 80 ft., Swim 40 ft.
- Challenge rating
- 15
- Alignment
- Neutral Evil
- Strength
- 25
- Dexterity
- 10
- Constitution
- 23
- Intelligence
- 16
- Wisdom
- 15
- Charisma
- 19
- Passive Perception
- 22
- Saving Throws
- dex: +5; con: +11; wis: +7; cha: +9
- Skills
- insight: +7; perception: +12; stealth: +10
- Senses
- blindsight 60 ft., darkvision 120 ft.
- Languages
- Common, Draconic
- Resistances
- necrotic
- Immunities
- lightning
Traits
Amphibious
Umbraxakar can breathe air and water.
Legendary Resistance (3/Day)
If Umbraxakar fails a saving throw, it can choose to succeed instead.
While in dim light or darkness, Umbraxakar has resistance to damage that isn't force, psychic, or radiant.
Shadow Stealth
While in dim light or darkness, Umbraxakar can take the Hide action as a bonus action.
Sunlight Sensitivity
While in sunlight, Umbraxakar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack
Umbraxakar can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite
Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.
Claw
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail
Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Frightful Presence
Each creature of Umbraxakar's choice that is within 120 feet of Umbraxakar and aware of it must succeed on a DC 17 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 Umbraxakar's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6)
Umbraxakar uses one of the following breath weapons.
- Shadow Breath: Umbraxakar exhales necrotic in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) 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 Umbraxakar in the initiative count. The shadow is under Umbraxakar's control.
- Repulsion Breath: Umbraxakar exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from Umbraxakar.
Change Shape
Umbraxakar 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 (Umbraxakar's choice).
In a new form, Umbraxakar 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
Umbraxakar makes a Wisdom (Perception) check.
Tail Attack
Umbraxakar makes a tail attack.
Wing Attack (Costs 2 Actions)
Umbraxakar beats its wings. Each creature within 10 feet of Umbraxakar must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. Umbraxakar can then fly up to half its flying speed.