Shadow Drake Hor

Huge monstrosity, chaotic evil


  • Armor Class 20
  • Hit Points 150
  • Speed 35 ft, flying 70 ft

STR DEX CON INT WIS CHA
22 (+6) 22 (+6) 23 (+6) 10 (0) 12 (+1) 6 (-2)

  • Saving Throws Dex+10, Con+10
  • Skills perception +5, stealth +10, intimidation +2
  • Condition Immunities prone, fear, poisoned, diseased
  • Damage Immunities necrotic
  • Damage Resistances all except force, psychic and radiant
  • Senses passive Perception 15, blindsight 15 ft
  • Languages Draconic, Abyssal and Infernal
  • Challenge 10 (5900 XP)

Living Night. Excudes an aura of pure darkness and evil. In a 120 ft radius around Hor no light can prevail and everything is plundged into darkness.

Actions

Multiattack. Hor makes 2 attacks with either his Bite, Claws or Swallow attack.

Bite. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit 12 (2d8 + 3) piercing damage plus 7 (2d6) necrotic damage. The targeted creature is considered grappled by Hor if the attack was an success. Hor can't bite another target while grappling something in this way.

Claw. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 13 (2d6 + 6)

Swallow. If Hor has a target grappled by his Bite he can swallow it. The target has to make a DC 18 Strength saving throw or be swallowed by Hor. A swallowed creature takes 18 (4d8) acid damage on the start of their turn and is considered blinded.

Chaotic Breath (Recharge 6). Any creatures inside a 90 ft cone in front of the drake have to succeed on a DC 17 Dexterity saving throw or take 4d10 necrotic damage and be blinded until the end of their next turn.

Chaotic Roar (Recharge 5-6). Any creatures within 15 feet of this Shadow Drake have to make a DC 17 Wisdom saving throw or be affected by a random effect of the following list

Chaotic Roar Effects (roll 2d6)
Roll Effect
2 Feared until the end of their next turn
3 Paralyzed until the end of their next turn
4 Petrified
5 Confused as if under the effects of the Confusion spell
6 Shrunk as if under the effect of the Enlarge/Reduce spell
7 Poisoned for an hour
8 Blinded until the end of the drake's next turn
9 Silenced for 10 minutes
10 Restrained by an inky black shadow tentacle (Grapple DC 15)
11 Hit by an psychic explosion dealing 2d12 psychich damage to them and everybody within 5 ft of them
12 Seemingly nothing happens, they have to repeat their saving throw next turn