___
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> ## Seddrinth, The Old One
>*Gargantuan Paragon Dragon, Chaotic Evil*
> ___
> - **Armor Class** 22
> - **Hit Points** ***First Form*** 367(21d20 + 147) ***Second Form*** 367(21d20 + 147)
> - **Speed** 40 ft., fly 80 ft., swim 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|27 (+8)|14 (+2)|25 (+7)|16 (+3)|15 (+2)|19 (+4)|
>___
> - **Saving Throws** Dex +9, Con +14, Wis+9, Cha +11
> - **Skills** Perception +16, Stealth +16
> - **Damage Immunities** Acid, Necrotic
> - **Senses** Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 26
> - **Languages** Common, Draconic
> - **Challenge** Paragon 22 (41000 XP) 2 creatures
> ___
> ***Amphibious. *** The dragon can breathe air and water.
>
> ***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 (First Form). *** 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.
>
> ***Paragon Fortitude.*** The creature has multiple pools of hit points, each of which is tracked separately. All damage and healing must be completely applied to only one pool. When a pool is reduced to zero, all ongoing conditions and effects affecting the creature end. Once a pool is reduced to zero, that pool cannot receive any healing until after a long rest. If all hit of the point pools are reduced to zero, the creature is killed.
>
> ***Paragon Fury*** The creature may take one additional turn in each round of combat for each of its hit point pools that have been reduced to zero. The creature determines initiative normally for its first turn, though it gains advantage on the roll. Each subsequent turn the creature gains is inserted immediately after any one PC’s turn in the initiative order.
>
>***Paragon Transformation***. The creature has multiple forms, each corresponding to one of the creature’s hit point pools. The creature begins the battle in one form. When that form’s hit point pool has been reduced to zero, it assumes its next form immediately. Statistics, traits, or actions keyed to a specific form are only used when the creature is in that form..
>
>***Spellcasting(First Form)*** The dragon is an 18th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The dragon has the following Sorcerer spells prepared:1st level (4 slots): shield 
2nd level (3 slots): hold person, blur 3rd level (3 slots): fear, counterspell, stinking cloud, fireball 4th level (3 slots): banishment, wall of fire, blight, dimension door 5th level (3 slots): telekinesis, cone of cold, scrying 6th level (1 slot): disintegrate, globe of invulnerability, chain lightning	7th level (1 slot): finger of death, plane shift 8th level (1 slot): dominate monster, Abi-Dalzim's Horrid Wilting 9th level (1 slot): meteor swarm
>
>***Death Aura (Second Form)*** Every creature within a 20ft radius takes 20 necrotic damage at the start of the dragon's turn.
>
>***Rotting Breath*** When a character fails a Shadow Breath Dexterity saving throw, the breath burns away any resistance the creature might have against necrotic damage, and cancels immunity back to resistance.
> ### 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:* +15 to hit, reach 15ft., one target. *Hit* 19 (2d10 + 8) piercing damage plus 9(2d8) necrotic damage. 
>
> ***Claw.*** *Melee Weapon Attack:* +15 to hit, reach 10ft., one target. *Hit* 15 (2d6 + 8) 
>
> ***Tail.*** *Melee Weapon Attack:* +15 to hit, reach 20ft., one target. *Hit* 5 (2d8 + 8) 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 19 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.
>
> ***Shadow Breath (Recharge 5-6).*** The dragon exhales necrotic acid in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 22 Dexterity 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.
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>### Legendary Actions 
>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
>
>***Detect.***The dragon makes a Wisdom (Perception) check.
>
>***Tail Attack.*** The dragon makes a tail attack.
>
>***Wing Attack.*** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

**Lair Actions**:

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

- Any source of light, magical or otherwise within 120 feet of the dragon is estinguished..
- A cloud of shadows fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage.
- Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

When the dragon enters his second form, exchange any of those lair actions for this one:
- A seismic disturbance fills the dragon's lair, centered on the dragon, in a 100ft radius. This disturbance works just like the *Earthquake* spell and lasts until the dragon dismisses it as an action, uses this lair action again, or dies.