Huge dragon, neutral evil
- Armor Class
- 19 (natural armor)
- Hit Points
- 212 (17d12 + 102)
- Speed
- fly 80 ft., swim 40 ft., 40 ft.
- Challenge
- 15 (13,000 XP)
- Saving Throws
- Cha +9, Con +11, Dex +5, Wis +7
- Skills
- Insight +7, Stealth +10, Perception +12
- Damage Resistances
- necrotic
- Damage Immunities
- lightning
- Senses
- blindsight 60 ft., darkvision 120 ft., passive Perception 22
- Languages
- Common, Draconic
Traits
Umbraxakar can breathe air and water.
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.
While in dim light or darkness, Umbraxakar can take the Hide action as a bonus action.
While in sunlight, Umbraxakar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Umbraxakar can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
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.
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.
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 Actions
Umbraxakar makes a Wisdom (Perception) check.
Umbraxakar makes a tail attack.
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.