Umbral Dragon — Hunger in the Shadow

A living shadow-plane dragon that hunts the living and the dead.
At a Glance
Rules by Edition
Choose the Dragon’s Age
| Age | Size | CR |
|---|---|---|
| Wyrmling | Medium | 3 |
| Young | Large | 10 |
| Adult | Huge | 18 |
| Ancient | Gargantuan | 24 |
Use one age block. An adult or ancient dragon uses legendary actions; younger dragons do not. Each breath is a separate action.
Wyrmling Umbral Dragon — CR 3
Wyrmling Umbral Dragon
Medium Dragon, Chaotic Evil
AC 17; Initiative +4 (14)
HP 60 (8d8 + 24)
Speed 40 ft., Fly 60 ft.
| Ability | Score | Mod | Save |
|---|---|---|---|
| STR | 15 | +2 | +2 |
| DEX | 14 | +2 | +4 |
| CON | 16 | +3 | +3 |
| INT | 12 | +1 | +1 |
| WIS | 13 | +1 | +3 |
| CHA | 14 | +2 | +2 |
Skills Perception +5, Stealth +4
Immunities Cold, Necrotic; Paralyzed
Senses Blindsight 10 ft., Darkvision 120 ft.; Passive Perception 15
Languages Draconic
CR 3 (700 XP); PB +2
Traits
Umbral Scion. Magical sleep has no effect on the dragon. Its Hit Point maximum cannot be reduced, and it is immune to effects that kill a creature without first reducing it to 0 Hit Points. Necrotic damage never heals the dragon.
Actions
Multiattack. The dragon makes 2 Rend attacks.
Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage.
Oblivion Breath (Recharge 5–6). Constitution Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 22 (5d8) Necrotic damage. Success: Half damage. This breath does not heal Undead.
Young Umbral Dragon — CR 10
Young Umbral Dragon
Large Dragon, Chaotic Evil
AC 18; Initiative +6 (16)
HP 152 (16d10 + 64)
Speed 40 ft., Fly 80 ft.
| Ability | Score | Mod | Save |
|---|---|---|---|
| STR | 21 | +5 | +5 |
| DEX | 14 | +2 | +6 |
| CON | 18 | +4 | +4 |
| INT | 16 | +3 | +3 |
| WIS | 15 | +2 | +6 |
| CHA | 16 | +3 | +3 |
Skills Perception +10, Stealth +6
Immunities Cold, Necrotic; Paralyzed
Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 20
Languages Draconic, Common, Undercommon
CR 10 (5,900 XP); PB +4
Traits
Umbral Scion. Magical sleep has no effect on the dragon. Its Hit Point maximum cannot be reduced, and it is immune to effects that kill a creature without first reducing it to 0 Hit Points. Necrotic damage never heals the dragon.
Ghost Bane. Its natural weapon attacks ignore resistance to Bludgeoning, Piercing and Slashing damage granted by an incorporeal body. This trait does not bypass other resistances or any immunity.
Actions
Multiattack. The dragon makes 3 Rend attacks. It can replace one Rend with Spellcasting to cast darkness.
Rend. Melee Attack Roll: +9, reach 10 ft. Hit: 12 (2d6 + 5) Slashing damage plus 4 (1d8) Necrotic damage.
Oblivion Breath (Recharge 5–6). Constitution Saving Throw: DC 16, each creature in a 30-foot Cone. Failure: 54 (12d8) Necrotic damage. Success: Half damage. This breath does not heal Undead.
Spellcasting. The dragon casts one spell from the following list, using Charisma (spell save DC 15, spell attack +7) and requiring no Material components.
At will: darkness, detect magic. All other spell requirements, including Concentration, apply. It can concentrate on only one spell at a time. Vampiric touch uses Spellcasting for its initial attack; later attacks use an action. Plane shift retains its normal casting time and transports only the dragon.
Adult Umbral Dragon — CR 18
Adult Umbral Dragon
Huge Dragon, Chaotic Evil
AC 19; Initiative +8 (18)
HP 195 (17d12 + 85)
Speed 40 ft., Fly 80 ft.
| Ability | Score | Mod | Save |
|---|---|---|---|
| STR | 23 | +6 | +6 |
| DEX | 14 | +2 | +8 |
| CON | 21 | +5 | +5 |
| INT | 20 | +5 | +5 |
| WIS | 17 | +3 | +9 |
| CHA | 20 | +5 | +5 |
Skills Perception +15, Stealth +8
Immunities Cold, Necrotic; Paralyzed
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 25
Languages Draconic, Common, Undercommon
CR 18 (20,000 XP, or 22,000 XP in lair); PB +6
Traits
Umbral Scion. Magical sleep has no effect on the dragon. Its Hit Point maximum cannot be reduced, and it is immune to effects that kill a creature without first reducing it to 0 Hit Points. Necrotic damage never heals the dragon.
Ghost Bane. Its natural weapon attacks ignore resistance to Bludgeoning, Piercing and Slashing damage granted by an incorporeal body. This trait does not bypass other resistances or any immunity.
Legendary Resistance (3/Day, or 4/Day in Lair). After failing a saving throw, the dragon can choose to succeed instead.
Lair. The dragon’s lair is the connected cavern complex or ruin it occupies as its permanent home and hoard site. Its lair bonuses apply only while it is within that site. Track one tally of spent Legendary Resistance uses: entering or leaving does not restore uses, and outside the lair the dragon cannot use Legendary Resistance after spending its normal daily allowance.
Actions
Multiattack. The dragon makes 3 Rend attacks. It can replace one Rend with Spellcasting to cast darkness.
Rend. Melee Attack Roll: +12, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 4 (1d8) Necrotic damage.
Oblivion Breath (Recharge 5–6). Constitution Saving Throw: DC 19, each creature in a 60-foot Cone. Failure: 54 (12d8) Necrotic damage. Success: Half damage. This breath does not heal Undead.
Shadow Breath (3/Day). Constitution Saving Throw: DC 19, each creature in a 60-foot cone. Failure: 14 (4d6) Necrotic damage, Blinded until the end of its next turn, and disadvantage on Strength checks and saving throws for 1 minute. Success: Half damage only. Repeat the save at the end of each turn to end the Strength penalty. Multiple applications do not stack. Shadow Breath uses the dragon’s action; it cannot use Oblivion Breath in that action.
Spellcasting. The dragon casts one spell from the following list, using Charisma (spell save DC 19, spell attack +11) and requiring no Material components.
At will: darkness, detect magic
3/day each: vampiric touch, plane shift (self only, to or from the Shadow Plane). All other spell requirements, including Concentration, apply. It can concentrate on only one spell at a time. Vampiric touch uses Spellcasting for its initial attack; later attacks use an action. Plane shift retains its normal casting time and transports only the dragon.
Legendary Actions
The dragon has 3 legendary action uses, or 4 while in its lair. It can spend them only immediately after another creature’s turn, choosing one option each time; it regains all uses at the start of its turn.
Pounce (1 Use). Move up to half its Speed without provoking Opportunity Attacks, then make one Rend attack.
Gathering Gloom (1 Use). Use Spellcasting to cast darkness. Once used, this option is unavailable until the start of the dragon’s next turn.
Dread Whisper (1 Use). Wisdom Saving Throw: DC 19, one creature the dragon can see within 60 feet. Failure: 14 (4d6) Psychic damage and Frightened until the end of its next turn. Success: Half damage only. Once used, this option is unavailable until the start of the dragon’s next turn.
Ancient Umbral Dragon — CR 24
Ancient Umbral Dragon
Gargantuan Dragon, Chaotic Evil
AC 22; Initiative +9 (19)
HP 367 (21d20 + 147)
Speed 40 ft., Fly 80 ft.
| Ability | Score | Mod | Save |
|---|---|---|---|
| STR | 27 | +8 | +8 |
| DEX | 14 | +2 | +9 |
| CON | 25 | +7 | +7 |
| INT | 24 | +7 | +7 |
| WIS | 21 | +5 | +12 |
| CHA | 24 | +7 | +7 |
Skills Perception +19, Stealth +9
Immunities Cold, Necrotic; Paralyzed
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 29
Languages Draconic, Common, Undercommon
CR 24 (62,000 XP, or 75,000 XP in lair); PB +7
Traits
Umbral Scion. Magical sleep has no effect on the dragon. Its Hit Point maximum cannot be reduced, and it is immune to effects that kill a creature without first reducing it to 0 Hit Points. Necrotic damage never heals the dragon.
Ghost Bane. Its natural weapon attacks ignore resistance to Bludgeoning, Piercing and Slashing damage granted by an incorporeal body. This trait does not bypass other resistances or any immunity.
Legendary Resistance (4/Day, or 5/Day in Lair). After failing a saving throw, the dragon can choose to succeed instead.
Lair. The dragon’s lair is the connected cavern complex or ruin it occupies as its permanent home and hoard site. Its lair bonuses apply only while it is within that site. Track one tally of spent Legendary Resistance uses: entering or leaving does not restore uses, and outside the lair the dragon cannot use Legendary Resistance after spending its normal daily allowance.
Actions
Multiattack. The dragon makes 3 Rend attacks. It can replace one Rend with Spellcasting to cast darkness.
Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 9 (2d8) Necrotic damage.
Oblivion Breath (Recharge 5–6). Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: 90 (20d8) Necrotic damage. Success: Half damage. This breath does not heal Undead.
Shadow Breath (3/Day). Constitution Saving Throw: DC 22, each creature in a 90-foot cone. Failure: 21 (6d6) Necrotic damage, Blinded until the end of its next turn, and disadvantage on Strength checks and saving throws for 1 minute. Success: Half damage only. Repeat the save at the end of each turn to end the Strength penalty. Multiple applications do not stack. Shadow Breath uses the dragon’s action; it cannot use Oblivion Breath in that action.
Spellcasting. The dragon casts one spell from the following list, using Charisma (spell save DC 22, spell attack +14) and requiring no Material components.
At will: darkness, detect magic
3/day each: vampiric touch, plane shift (self only, to or from the Shadow Plane)
1/day each: finger of death, project image. All other spell requirements, including Concentration, apply. It can concentrate on only one spell at a time. Vampiric touch uses Spellcasting for its initial attack; later attacks use an action. Plane shift retains its normal casting time and transports only the dragon.
Create Shadows. A Humanoid killed by this dragon’s Oblivion Breath rises as a Shadow after 1d4 rounds, unless its body is protected by gentle repose or returned to life first. The dragon controls a maximum of six Shadows; when it exceeds this limit, the oldest becomes uncontrolled. Each Shadow acts on its own initiative. Its attacks can create further Shadows under the ordinary Shadow rules, but those creatures are not automatically under the dragon’s control.
Legendary Actions
The dragon has 3 legendary action uses, or 4 while in its lair. It can spend them only immediately after another creature’s turn, choosing one option each time; it regains all uses at the start of its turn.
Pounce (1 Use). Move up to half its Speed without provoking Opportunity Attacks, then make one Rend attack.
Gathering Gloom (1 Use). Use Spellcasting to cast darkness. Once used, this option is unavailable until the start of the dragon’s next turn.
Dread Whisper (1 Use). Wisdom Saving Throw: DC 22, one creature the dragon can see within 60 feet. Failure: 14 (4d6) Psychic damage and Frightened until the end of its next turn. Success: Half damage only. Once used, this option is unavailable until the start of the dragon’s next turn.
Choose the Dragon’s Age
| Age | Size | CR |
|---|---|---|
| Wyrmling | Medium | 3 |
| Young | Large | 10 |
| Adult | Huge | 17 |
| Ancient | Gargantuan | 23 |
Use one age block. An adult or ancient dragon uses legendary actions; younger dragons do not. Each breath is a separate action.
Wyrmling Umbral Dragon — CR 3
Wyrmling Umbral Dragon
Medium dragon, chaotic evil
Armor Class 17 (natural armor)
Hit Points 60 (8d8 + 24)
Speed 40 ft., fly 60 ft.
| STR | 15 (+2) |
|---|---|
| DEX | 14 (+2) |
| CON | 16 (+3) |
| INT | 12 (+1) |
| WIS | 13 (+1) |
| CHA | 14 (+2) |
Saving Throws Dex +4, Con +5, Wis +3, Cha +4
Skills Perception +5, Stealth +4
Damage Immunities Cold, Necrotic
Condition Immunities Paralyzed
Senses Blindsight 10 ft., Darkvision 120 ft.; Passive Perception 15
Languages Draconic
Challenge 3 (700 XP); PB +2
Traits
Umbral Scion. Magical sleep has no effect on the dragon. Its Hit Point maximum cannot be reduced, and it is immune to effects that kill a creature without first reducing it to 0 Hit Points. Necrotic damage never heals the dragon.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Oblivion Breath (Recharge 5–6). The dragon breathes negative energy in a 15-foot cone. Each creature in the area makes a DC 13 Constitution saving throw, taking 22 (5d8) necrotic damage on a failure, or half on a success. This breath does not heal Undead.
Young Umbral Dragon — CR 10
Young Umbral Dragon
Large dragon, chaotic evil
Armor Class 18 (natural armor)
Hit Points 152 (16d10 + 64)
Speed 40 ft., fly 80 ft.
| STR | 21 (+5) |
|---|---|
| DEX | 14 (+2) |
| CON | 18 (+4) |
| INT | 16 (+3) |
| WIS | 15 (+2) |
| CHA | 16 (+3) |
Saving Throws Dex +6, Con +8, Wis +6, Cha +7
Skills Perception +10, Stealth +6
Damage Immunities Cold, Necrotic
Condition Immunities Paralyzed
Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 20
Languages Draconic, Common, Undercommon
Challenge 10 (5,900 XP); PB +4
Traits
Umbral Scion. Magical sleep has no effect on the dragon. Its Hit Point maximum cannot be reduced, and it is immune to effects that kill a creature without first reducing it to 0 Hit Points. Necrotic damage never heals the dragon.
Ghost Bane. Its natural weapon attacks ignore resistance to Bludgeoning, Piercing and Slashing damage granted by an incorporeal body. This trait does not bypass other resistances or any immunity.
Actions
Multiattack. The dragon makes one Bite and two Claw attacks.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 4 (1d8) necrotic damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Oblivion Breath (Recharge 5–6). The dragon breathes negative energy in a 30-foot cone. Each creature in the area makes a DC 16 Constitution saving throw, taking 54 (12d8) necrotic damage on a failure, or half on a success. This breath does not heal Undead.
Spellcasting. The dragon casts one spell from the following list, using Charisma (spell save DC 15, spell attack +7) and requiring no Material components.
At will: darkness, detect magic. All other spell requirements, including Concentration, apply. It can concentrate on only one spell at a time. Vampiric touch uses Spellcasting for its initial attack; later attacks use an action. Plane shift retains its normal casting time and transports only the dragon.
Adult Umbral Dragon — CR 17
Adult Umbral Dragon
Huge dragon, chaotic evil
Armor Class 19 (natural armor)
Hit Points 195 (17d12 + 85)
Speed 40 ft., fly 80 ft.
| STR | 23 (+6) |
|---|---|
| DEX | 14 (+2) |
| CON | 21 (+5) |
| INT | 20 (+5) |
| WIS | 17 (+3) |
| CHA | 20 (+5) |
Saving Throws Dex +8, Con +11, Wis +9, Cha +11
Skills Perception +15, Stealth +8
Damage Immunities Cold, Necrotic
Condition Immunities Paralyzed
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 25
Languages Draconic, Common, Undercommon
Challenge 17 (18,000 XP); PB +6
Traits
Umbral Scion. Magical sleep has no effect on the dragon. Its Hit Point maximum cannot be reduced, and it is immune to effects that kill a creature without first reducing it to 0 Hit Points. Necrotic damage never heals the dragon.
Ghost Bane. Its natural weapon attacks ignore resistance to Bludgeoning, Piercing and Slashing damage granted by an incorporeal body. This trait does not bypass other resistances or any immunity.
Legendary Resistance (3/Day). After failing a saving throw, the dragon can choose to succeed instead.
Actions
Multiattack. The dragon can use Frightful Presence, then makes one Bite and two Claw attacks.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) necrotic damage.
Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature the dragon chooses within 120 feet that is aware of it makes a DC 19 Wisdom saving throw. Failure: frightened for 1 minute. Repeat the save at the end of each turn, ending the effect on a success. After succeeding on this save or ending the effect, the creature is immune to this dragon’s Frightful Presence for 24 hours.
Oblivion Breath (Recharge 5–6). The dragon breathes negative energy in a 60-foot cone. Each creature in the area makes a DC 19 Constitution saving throw, taking 54 (12d8) necrotic damage on a failure, or half on a success. This breath does not heal Undead.
Shadow Breath (3/Day). Constitution Saving Throw: DC 19, each creature in a 60-foot cone. Failure: 14 (4d6) Necrotic damage, Blinded until the end of its next turn, and disadvantage on Strength checks and saving throws for 1 minute. Success: Half damage only. Repeat the save at the end of each turn to end the Strength penalty. Multiple applications do not stack. Shadow Breath uses the dragon’s action; it cannot use Oblivion Breath in that action.
Spellcasting. The dragon casts one spell from the following list, using Charisma (spell save DC 19, spell attack +11) and requiring no Material components.
At will: darkness, detect magic
3/day each: vampiric touch, plane shift (self only, to or from the Shadow Plane). All other spell requirements, including Concentration, apply. It can concentrate on only one spell at a time. Vampiric touch uses Spellcasting for its initial attack; later attacks use an action. Plane shift retains its normal casting time and transports only the dragon.
Legendary Actions
The dragon has 3 legendary action uses. It can spend them only immediately after another creature’s turn, choosing one option each time; it regains all uses at the start of its turn.
Detect (1 Action). Make a Wisdom (Perception) check. Tail Attack (1 Action). Make one Tail attack.
Wing Attack (2 Actions). Each creature within 10 feet makes a DC 20 Dexterity saving throw. Failure: 13 (2d6 + 6) bludgeoning damage and knocked prone. The dragon can then fly up to half its flying speed.
Lair Actions
Within the connected cavern complex or ruin it occupies as its permanent home and hoard site, the dragon can take one of the following lair actions on initiative count 20, losing initiative ties. It cannot choose the same option two rounds in a row. It cannot take lair actions while incapacitated; if surprised, it cannot take them until after its first turn. Each effect ends on initiative count 20 of the next round, or immediately if the dragon dies or becomes incapacitated.
Grasping Shadows. The dragon chooses one creature it can see on the ground within 120 feet. The target must succeed on a DC 17 Strength saving throw or be restrained by shadows rising from the floor. A restrained creature can use its action to make a DC 17 Strength (Athletics) check, ending the effect on itself on a success.
Lightless Hollow. The dragon fills a 15-foot-radius sphere centred on a point it can see within 120 feet with magical darkness. The darkness spreads around corners. Nonmagical light cannot illuminate it, and ordinary darkvision cannot see through it. Light created by a spell of 3rd level or higher can illuminate the sphere. The dragon’s blindsight functions normally within its range.
Haunting Whispers. One creature the dragon can see within 120 feet hears the voices of devoured spirits. The target must succeed on a DC 17 Wisdom saving throw or be frightened of the dragon. This effect deals no damage and does not summon a creature.
Ancient Umbral Dragon — CR 23
Ancient Umbral Dragon
Gargantuan dragon, chaotic evil
Armor Class 22 (natural armor)
Hit Points 367 (21d20 + 147)
Speed 40 ft., fly 80 ft.
| STR | 27 (+8) |
|---|---|
| DEX | 14 (+2) |
| CON | 25 (+7) |
| INT | 24 (+7) |
| WIS | 21 (+5) |
| CHA | 24 (+7) |
Saving Throws Dex +9, Con +14, Wis +12, Cha +14
Skills Perception +19, Stealth +9
Damage Immunities Cold, Necrotic
Condition Immunities Paralyzed
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 29
Languages Draconic, Common, Undercommon
Challenge 23 (50,000 XP); PB +7
Traits
Umbral Scion. Magical sleep has no effect on the dragon. Its Hit Point maximum cannot be reduced, and it is immune to effects that kill a creature without first reducing it to 0 Hit Points. Necrotic damage never heals the dragon.
Ghost Bane. Its natural weapon attacks ignore resistance to Bludgeoning, Piercing and Slashing damage granted by an incorporeal body. This trait does not bypass other resistances or any immunity.
Legendary Resistance (3/Day). After failing a saving throw, the dragon can choose to succeed instead.
Actions
Multiattack. The dragon can use Frightful Presence, then makes one Bite and two Claw attacks.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) necrotic damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature the dragon chooses within 120 feet that is aware of it makes a DC 22 Wisdom saving throw. Failure: frightened for 1 minute. Repeat the save at the end of each turn, ending the effect on a success. After succeeding on this save or ending the effect, the creature is immune to this dragon’s Frightful Presence for 24 hours.
Oblivion Breath (Recharge 5–6). The dragon breathes negative energy in a 90-foot cone. Each creature in the area makes a DC 22 Constitution saving throw, taking 90 (20d8) necrotic damage on a failure, or half on a success. This breath does not heal Undead.
Shadow Breath (3/Day). Constitution Saving Throw: DC 22, each creature in a 90-foot cone. Failure: 21 (6d6) Necrotic damage, Blinded until the end of its next turn, and disadvantage on Strength checks and saving throws for 1 minute. Success: Half damage only. Repeat the save at the end of each turn to end the Strength penalty. Multiple applications do not stack. Shadow Breath uses the dragon’s action; it cannot use Oblivion Breath in that action.
Spellcasting. The dragon casts one spell from the following list, using Charisma (spell save DC 22, spell attack +14) and requiring no Material components.
At will: darkness, detect magic
3/day each: vampiric touch, plane shift (self only, to or from the Shadow Plane)
1/day each: finger of death, project image. All other spell requirements, including Concentration, apply. It can concentrate on only one spell at a time. Vampiric touch uses Spellcasting for its initial attack; later attacks use an action. Plane shift retains its normal casting time and transports only the dragon.
Create Shadows. A Humanoid killed by this dragon’s Oblivion Breath rises as a Shadow after 1d4 rounds, unless its body is protected by gentle repose or returned to life first. The dragon controls a maximum of six Shadows; when it exceeds this limit, the oldest becomes uncontrolled. Each Shadow acts on its own initiative. Its attacks can create further Shadows under the ordinary Shadow rules, but those creatures are not automatically under the dragon’s control.
Legendary Actions
The dragon has 3 legendary action uses. It can spend them only immediately after another creature’s turn, choosing one option each time; it regains all uses at the start of its turn.
Detect (1 Action). Make a Wisdom (Perception) check. Tail Attack (1 Action). Make one Tail attack.
Wing Attack (2 Actions). Each creature within 15 feet makes a DC 23 Dexterity saving throw. Failure: 15 (2d6 + 8) bludgeoning damage and knocked prone. The dragon can then fly up to half its flying speed.
Lair Actions
Within the connected cavern complex or ruin it occupies as its permanent home and hoard site, the dragon can take one of the following lair actions on initiative count 20, losing initiative ties. It cannot choose the same option two rounds in a row. It cannot take lair actions while incapacitated; if surprised, it cannot take them until after its first turn. Each effect ends on initiative count 20 of the next round, or immediately if the dragon dies or becomes incapacitated.
Grasping Shadows. The dragon chooses one creature it can see on the ground within 120 feet. The target must succeed on a DC 20 Strength saving throw or be restrained by shadows rising from the floor. A restrained creature can use its action to make a DC 20 Strength (Athletics) check, ending the effect on itself on a success.
Lightless Hollow. The dragon fills a 15-foot-radius sphere centred on a point it can see within 120 feet with magical darkness. The darkness spreads around corners. Nonmagical light cannot illuminate it, and ordinary darkvision cannot see through it. Light created by a spell of 3rd level or higher can illuminate the sphere. The dragon’s blindsight functions normally within its range.
Haunting Whispers. One creature the dragon can see within 120 feet hears the voices of devoured spirits. The target must succeed on a DC 20 Wisdom saving throw or be frightened of the dragon. This effect deals no damage and does not summon a creature.
Umbral Dragons by Age
| Age | Years | Size | CR | HD | Breath |
|---|---|---|---|---|---|
| Wyrmling | 0–5 | Small | 6 | 7 | 2d8 |
| Very young | 6–15 | Medium | 8 | 9 | 4d8 |
| Young | 16–25 | Large | 10 | 11 | 6d8 |
| Juvenile | 26–50 | Large | 11 | 13 | 8d8 |
| Young adult | 51–100 | Huge | 13 | 15 | 10d8 |
| Adult | 101–200 | Huge | 14 | 17 | 12d8 |
| Mature adult | 201–400 | Huge | 15 | 19 | 14d8 |
| Old | 401–600 | Gargantuan | 17 | 21 | 16d8 |
| Very old | 601–800 | Gargantuan | 18 | 23 | 18d8 |
| Ancient | 801–1,000 | Gargantuan | 19 | 25 | 20d8 |
| Wyrm | 1,001–1,200 | Gargantuan | 20 | 27 | 22d8 |
| Great wyrm | 1,201+ | Colossal | 22 | 29 | 24d8 |
Young, adult and ancient dragons have complete blocks below. Use the age table and the primal-dragon advancement rules for intervening ages. A spell’s caster level is distinct from the dragon’s caster level for spell-like abilities.
Wyrmling Umbral Dragon — CR 6
Wyrmling Umbral Dragon — CR 6
XP 2,400
CE Small dragon (extraplanar)
Init +6; Senses dragon senses; Perception +14
Defense
AC 19, touch 13, flat-footed 17 (+2 Dex, +6 natural, +1 size)
hp 52 (7d12+7)
Fort +6, Ref +7, Will +7
Immune cold, death effects, energy drain, paralysis, sleep
Offense
Speed 40 ft., fly 150 ft. (average)
Melee bite +9 (1d6+1), 2 claws +9 (1d4+1)
Space 5 ft.; Reach 5 ft.
Special Attacks breath weapon (20-ft. cone, 2d8 negative energy, DC 14)
Statistics
Str 13, Dex 14, Con 13, Int 14, Wis 15, Cha 14
Base Atk +7; CMB +7; CMD 19 (23 vs. trip)
Feats Alertness, Flyby Attack, Improved Initiative, Power Attack
Skills Bluff +12, Diplomacy +12, Fly +14, Knowledge (arcana, planes) +12, Perception +14, Sense Motive +14, Stealth +16
Languages Draconic, Common, Undercommon
SQ umbral scion
Ecology
Environment any (Shadow Plane and lightless sites)
Organization solitary
Treasure triple
Young Umbral Dragon — CR 10
Young Umbral Dragon — CR 10
XP 9,600
CE Large dragon (extraplanar)
Init +5; Senses dragon senses; Perception +17
Defense
AC 22, touch 10, flat-footed 21 (+1 Dex, +12 natural, −1 size)
hp 104 (11d12+33)
Fort +10, Ref +8, Will +10
Immune cold, death effects, energy drain, paralysis, sleep
Offense
Speed 40 ft., fly 200 ft. (poor)
Melee bite +15 (2d6+7/19–20), 2 claws +15 (1d8+5), 2 wings +13 (1d6+2), tail slap +13 (1d8+7)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (40-ft. cone, 6d8 negative energy, DC 18)
Spell-Like Abilities (CL 11th; concentration +14)
At will—darkness
Spells Known (CL 1; concentration +4)
1st (4/day)—inflict light wounds (DC 14), shield
0 (at will)—bleed (DC 13), detect magic, detect poison, read magic
Statistics
Str 21, Dex 12, Con 17, Int 16, Wis 17, Cha 16
Base Atk +11; CMB +17; CMD 28 (32 vs. trip)
Feats Hover, Improved Critical (bite), Improved Initiative, Multiattack, Power Attack, Vital Strike
Skills Bluff +17, Diplomacy +17, Fly +9, Knowledge (arcana, local, planes) +17, Perception +17, Sense Motive +17, Stealth +11
Languages Abyssal, Common, Draconic, Undercommon
SQ ghost bane, umbral scion
Ecology
Environment any (Shadow Plane and lightless sites)
Organization solitary
Treasure triple
Adult Umbral Dragon — CR 14
Adult Umbral Dragon — CR 14
XP 38,400
CE Huge dragon (extraplanar)
Init +4; Senses dragon senses; Perception +25
Aura frightful presence (180 ft., DC 23)
Defense
AC 29, touch 8, flat-footed 29 (+21 natural, −2 size)
hp 195 (17d12+85)
Fort +15, Ref +10, Will +15
DR 5/magic; Immune cold, death effects, energy drain, paralysis, sleep; SR 25
Offense
Speed 40 ft., fly 200 ft. (poor)
Melee bite +23 (2d8+12/19–20), 2 claws +23 (2d6+8), tail slap +21 (2d6+12), 2 wings +21 (1d8+4)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (50-ft. cone, 12d8 negative energy, DC 23), crush, shadow breath (6 Str)
Spell-Like Abilities (CL 17th; concentration +22)
At will—darkness, shadow walk, vampiric touch
Spells Known (CL 7; concentration +12)
3rd (5/day)—dispel magic, inflict serious wounds (DC 18)
2nd (7/day)—command undead (DC 17), invisibility, web (DC 17)
1st (8/day)—grease (DC 16), inflict light wounds (DC 16), magic missile, reduce person (DC 16), shield
0 (at will)—bleed (DC 15), detect magic, detect poison, disrupt undead (DC 15), mage hand, ray of frost, read magic
Statistics
Str 27, Dex 10, Con 21, Int 20, Wis 21, Cha 20
Base Atk +17; CMB +27; CMD 37 (41 vs. trip)
Feats Hover, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Multiattack, Power Attack, Skill Focus (Stealth), Snatch, Vital Strike
Skills Bluff +25, Diplomacy +25, Fly +16, Knowledge (arcana, local, planes) +25, Perception +25, Sense Motive +25, Spellcraft +25, Stealth +18, Survival +25
Languages Abyssal, Common, Draconic, Undercommon, two other languages
SQ ghost bane, umbral scion
Ecology
Environment any (Shadow Plane and lightless sites)
Organization solitary
Treasure triple
Ancient Umbral Dragon — CR 19
Ancient Umbral Dragon — CR 19
XP 204,800
CE Gargantuan dragon (extraplanar)
Init +3; Senses dragon senses; Perception +35
Aura frightful presence (300 ft., DC 29)
Defense
AC 38, touch 5, flat-footed 38 (−1 Dex, +33 natural, −4 size)
hp 337 (25d12+175)
Fort +21, Ref +13, Will +21
DR 15/magic; Immune cold, death effects, energy drain, paralysis, sleep; SR 30
Offense
Speed 40 ft., fly 250 ft. (clumsy)
Melee bite +33 (4d6+18/19–20), 2 claws +33 (2d8+12), tail slap +31 (2d8+18), 2 wings +31 (2d6+6)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks breath weapon (60-ft. cone, 20d8 negative energy, DC 29), create shadows, crush, shadow breath (10 Str), tail sweep
Spell-Like Abilities (CL 25th; concentration +32)
At will—darkness, shadow walk, vampiric touch, project image
3/day—finger of death (DC 24)
Spells Known (CL 15; concentration +22)
7th (5/day)—destruction (DC 24), limited wish
6th (7/day)—harm (DC 23), mislead, veil (DC 23)
5th (7/day)—greater command (DC 22), slay living (DC 22), teleport, unhallow
4th (7/day)—enervation, inflict critical wounds (DC 21), phantasmal killer (DC 21), unholy blight (DC 21)
3rd (8/day)—dispel magic, haste, inflict serious wounds (DC 20), lightning bolt (DC 20)
2nd (8/day)—alter self, blur, command undead (DC 19), invisibility, web (DC 17)
1st (8/day)—inflict light wounds (DC 18), grease (DC 18), magic missile, reduce person (DC 18), shield
0 (at will)—acid splash, bleed (DC 17), detect magic, detect poison, disrupt undead (DC 17), ghost sound, mage hand, ray of frost, read magic
Statistics
Str 35, Dex 8, Con 25, Int 24, Wis 25, Cha 24
Base Atk +25; CMB +41; CMD 50 (54 vs. trip)
Feats Bleeding Critical, Critical Focus, Flyby Attack, Greater Vital Strike, Hover, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Multiattack, Power Attack, Skill Focus (Stealth), Snatch, Vital Strike
Skills Appraise +35, Bluff +35, Diplomacy +35, Fly +13, Knowledge (arcana, local, planes, religion) +35, Perception +35, Sense Motive +35, Spellcraft +35, Stealth +21, Survival +35
Languages Abyssal, Common, Draconic, Undercommon, four other languages
SQ ghost bane, umbral scion
Ecology
Environment any (Shadow Plane and lightless sites)
Organization solitary
Treasure triple
Special Abilities
Dragon Senses (Ex). Darkvision 120 feet and blindsense 60 feet. Vision reaches four times human range in dim light and twice human range in normal light. Breath Weapon. Using either breath is a standard action. After using either, wait 1d4 rounds before breathing again. Negative-energy breath allows a Reflex save for half; shadow breath uses Fortitude.
Use the abilities granted by the chosen age; great-wyrm energy drain is not an ancient dragon ability.
Breath Weapon (Su)
Although it deals negative energy damage, an umbral dragon’s breath weapon does not heal undead creatures.
Create Shadows (Su)
Any creature slain by an ancient or older umbral dragon rises as a shadow (if 8 HD or less) or greater shadow (if above 8 HD) under the umbral dragon’s control 1d4 rounds later.
Energy Drain (Su)
A great wyrm umbral dragon deals 1 negative level with each successful bite or claw attack (1 level, DC 32).
Ghost Bane (Su)
A young or older umbral dragon’s physical attacks deal damage to incorporeal creatures normally.
Umbral Scion (Ex)
Umbral dragons have negative energy affinity and are immune to energy drain and death effects.
Shadow Breath (Su)
Three times per day, an adult or older umbral dragon can breathe a cone of shadows. Creatures who fail a Fortitude save are blinded for 1d4 rounds and take 1 point of Str drain per age category possessed by the dragon. A successful save negates the blindness and reduces Str drain to 1d4 points.
Spell-like Abilities (Sp)
An umbral dragon gains the following spell-like abilities, usable at will (unless indicated otherwise) on reaching the listed age category.
- Young—darkness
- Juvenile—vampiric touch
- Adult—shadow walk
- Old—project image
- Ancient—finger of death (3/day)
- Great wyrm – shades
| Age Category | Special Abilities | Caster Level* |
|---|---|---|
| Wyrmling | Immunity to cold, Umbral Scion | — |
| Very Young | darkness | — |
| Young | Ghost Bane | 1st |
| Juvenile | Frightful Presence, vampiric touch | 3rd |
| Young Adult | DR 5/magic, spell resistance | 5th |
| Adult | Shadow Breath, shadow walk | 7th |
| Mature Adult | DR 10/magic | 9th |
| Old | project image | 11th |
| Very Old | DR 15/magic | 13th |
| Ancient | Create Shadows, finger of death (3/day) | 15th |
| Wyrm | DR 20/magic | 17th |
| Great Wyrm | Energy Drain, shades | 19th |
* An umbral dragon can learn cleric spells as arcane spells. The caster level in this table is for sorcerer spellcasting; spell-like abilities use total Hit Dice as their caster level.
Dragon Attacks and Tactics
Crush. A Huge or larger dragon can land on creatures at least three size categories smaller as a standard action. Reflex save at the breath DC avoids being pinned; pinned creatures take 2d8+12 damage from an adult or 4d6+18 from an ancient dragon on the next round. Maintaining the pin uses grapple rules. Tail Sweep. An ancient dragon sweeps a 30-foot-radius half-circle as a standard action, damaging Small or smaller creatures for 2d6+18 (Reflex DC 29 half).
Frightful Presence. Triggers when the dragon attacks, charges or flies overhead. Creatures in range with fewer HD than the dragon make the listed Will save; failure causes 4d6 rounds of shaken, or panicked if the creature has 4 HD or fewer. Success grants immunity for 24 hours. Normal fear immunity applies.
Tactics. Prepare shield before a known fight. Use darkness to split the field, not as automatic concealment against every opponent. Adults use invisibility or web before closing; an ancient dragon may project a false image while its body remains concealed. Power Attack and Vital Strike change attack routines only when explicitly used; Vital Strike is a standard-action attack, not part of a full attack.
Choose the Dragon’s Age
| Age | Years | Size | CR | HD | Breath |
|---|---|---|---|---|---|
| Wyrmling | 0–5 | Small | 6 | 7 | 2d8 |
| Very young | 6–15 | Medium | 8 | 9 | 4d8 |
| Young | 16–25 | Large | 10 | 11 | 6d8 |
| Juvenile | 26–50 | Large | 11 | 13 | 8d8 |
| Young adult | 51–100 | Huge | 13 | 15 | 10d8 |
| Adult | 101–200 | Huge | 14 | 17 | 12d8 |
| Mature adult | 201–400 | Huge | 15 | 19 | 14d8 |
| Old | 401–600 | Gargantuan | 17 | 21 | 16d8 |
| Very old | 601–800 | Gargantuan | 18 | 23 | 18d8 |
| Ancient | 801–1,000 | Gargantuan | 19 | 25 | 20d8 |
| Wyrm | 1,001–1,200 | Gargantuan | 20 | 27 | 22d8 |
| Great wyrm | 1,201+ | Colossal | 22 | 29 | 24d8 |
Wyrmling Umbral Dragon — CR 6
Wyrmling Umbral Dragon
| Size/Type | Small Dragon (Extraplanar) |
|---|---|
| Hit Dice | 7d12+7 (52 hp) |
| Initiative | +6 |
| Speed | 40 ft., fly 150 ft. (average) |
| Armor Class | 19, touch 13, flat-footed 17 (+2 Dex, +6 natural, +1 size) |
| Base Attack/Grapple | +7/+4 |
| Attack | bite +9 melee (1d6+1) |
| Full Attack | bite +9 melee (1d6+1), 2 claws +4 melee (1d4+0) |
| Space/Reach | 5 ft.; Reach 5 ft. |
| Special Attacks | Breath weapon |
| Special Qualities | Darkvision 120 ft., blindsense 60 ft., keen senses, immunity to cold, sleep, paralysis, energy drain and death effects; negative energy affinity |
| Saves | Fort +6, Ref +7, Will +7 |
| Abilities | Str 13, Dex 14, Con 13, Int 14, Wis 15, Cha 14 |
| Skills | Concentration +11, Diplomacy +12, Knowledge (arcana) +12, Knowledge (planes) +12, Listen +14, Search +12, Sense Motive +12, Spot +14 |
| Feats | Alertness, Flyby Attack, Improved Initiative |
| Environment | Shadow Plane and dark sites on the Material Plane |
| Organization | Solitary |
| Challenge Rating | 6 |
| Treasure | Triple standard |
| Alignment | Usually chaotic evil |
| Advancement | 7–8 HD (Small); then by age category |
| Level Adjustment | — |
Combat
Breath Weapon (Su). As a standard action, breathe a 20-foot cone dealing 2d8 negative energy damage; Reflex DC 14 half. The dragon must wait 1d4 rounds before using either breath again. This breath does not heal undead.
Umbral Scion (Ex). Negative energy heals the dragon and positive energy damages it as though it were undead; it remains a living dragon. It is immune to energy drain and death effects. Its own breath grants no healing. Dragon Senses. Blindsense 60 feet, darkvision 120 feet; vision is four times human range in shadowy illumination and twice human range in normal light.
Young Umbral Dragon — CR 10
Young Umbral Dragon
| Size/Type | Large Dragon (Extraplanar) |
|---|---|
| Hit Dice | 11d12+33 (104 hp) |
| Initiative | +5 |
| Speed | 40 ft., fly 200 ft. (poor) |
| Armor Class | 22, touch 10, flat-footed 21 (+1 Dex, +12 natural, −1 size) |
| Base Attack/Grapple | +11/+20 |
| Attack | bite +15 melee (2d6+5/19–20) |
| Full Attack | bite +15 melee (2d6+5/19–20), 2 claws +13 melee (1d8+2), 2 wings +13 melee (1d6+2), tail slap +13 melee (1d8+7) |
| Space/Reach | 10 ft.; Reach 5 ft. (10 ft. with bite) |
| Special Attacks | Breath weapon, spells, spell-like abilities |
| Special Qualities | Darkvision 120 ft., blindsense 60 ft., keen senses, immunity to cold, sleep, paralysis, energy drain and death effects; negative energy affinity; ghost bane |
| Saves | Fort +10, Ref +8, Will +10 |
| Abilities | Str 21, Dex 12, Con 17, Int 16, Wis 17, Cha 16 |
| Skills | Concentration +17, Diplomacy +17, Knowledge (arcana) +17, Knowledge (planes) +17, Listen +17, Search +17, Sense Motive +17, Spot +17, Intimidate +17 |
| Feats | Improved Critical (bite), Improved Initiative, Multiattack, Power Attack |
| Environment | Shadow Plane and dark sites on the Material Plane |
| Organization | Solitary |
| Challenge Rating | 10 |
| Treasure | Triple standard |
| Alignment | Usually chaotic evil |
| Advancement | 11–12 HD (Large); then by age category |
| Level Adjustment | — |
Combat
Breath Weapon (Su). As a standard action, breathe a 40-foot cone dealing 6d8 negative energy damage; Reflex DC 18 half. The dragon must wait 1d4 rounds before using either breath again. This breath does not heal undead.
Ghost Bane (Su). Natural weapon attacks strike incorporeal creatures without the normal 50% miss chance for corporeal attacks.
Umbral Scion (Ex). Negative energy heals the dragon and positive energy damages it as though it were undead; it remains a living dragon. It is immune to energy drain and death effects. Its own breath grants no healing. Dragon Senses. Blindsense 60 feet, darkvision 120 feet; vision is four times human range in shadowy illumination and twice human range in normal light.
Spell-Like Abilities. CL 3; at will—darkness. Use the 3.5e spell descriptions. These abilities normally take a standard action and provoke attacks of opportunity.
Spells Known. Cast as a 1-level sorcerer; cleric spells listed here are learned as arcane spells. Daily slots include Charisma bonuses. Use D&D 3.5e spell descriptions.
1st (4/day)—inflict light wounds (DC 14), shield
0 (5/day)—detect magic, detect poison, read magic, resistance
Adult Umbral Dragon — CR 14
Adult Umbral Dragon
| Size/Type | Huge Dragon (Extraplanar) |
|---|---|
| Hit Dice | 17d12+85 (195 hp) |
| Initiative | +4 |
| Speed | 40 ft., fly 200 ft. (poor) |
| Armor Class | 29, touch 8, flat-footed 29 (+21 natural, −2 size) |
| Base Attack/Grapple | +17/+33 |
| Attack | bite +23 melee (2d8+8/19–20) |
| Full Attack | bite +23 melee (2d8+8/19–20), 2 claws +21 melee (2d6+4), 2 wings +21 melee (1d8+4), tail slap +21 melee (2d6+12) |
| Space/Reach | 15 ft.; Reach 10 ft. (15 ft. with bite) |
| Special Attacks | Breath weapon, frightful presence, shadow breath, crush, spells, spell-like abilities |
| Special Qualities | Darkvision 120 ft., blindsense 60 ft., keen senses, immunity to cold, sleep, paralysis, energy drain and death effects; negative energy affinity; ghost bane; DR 5/magic; spell resistance 25 |
| Saves | Fort +15, Ref +10, Will +15 |
| Abilities | Str 27, Dex 10, Con 21, Int 20, Wis 21, Cha 20 |
| Skills | Concentration +25, Diplomacy +25, Knowledge (arcana) +25, Knowledge (planes) +25, Listen +25, Search +25, Sense Motive +25, Spot +25, Intimidate +25, Hide +12, Move Silently +20 |
| Feats | Cleave, Flyby Attack, Improved Critical (bite), Improved Initiative, Multiattack, Power Attack |
| Environment | Shadow Plane and dark sites on the Material Plane |
| Organization | Solitary |
| Challenge Rating | 14 |
| Treasure | Triple standard |
| Alignment | Usually chaotic evil |
| Advancement | 17–18 HD (Huge); then by age category |
| Level Adjustment | — |
Combat
Breath Weapon (Su). As a standard action, breathe a 50-foot cone dealing 12d8 negative energy damage; Reflex DC 23 half. The dragon must wait 1d4 rounds before using either breath again. This breath does not heal undead.
Ghost Bane (Su). Natural weapon attacks strike incorporeal creatures without the normal 50% miss chance for corporeal attacks.
Umbral Scion (Ex). Negative energy heals the dragon and positive energy damages it as though it were undead; it remains a living dragon. It is immune to energy drain and death effects. Its own breath grants no healing. Dragon Senses. Blindsense 60 feet, darkvision 120 feet; vision is four times human range in shadowy illumination and twice human range in normal light.
Shadow Breath (Su; 3/Day). Standard action, 50-foot cone, Fortitude DC 23. Failure: blinded for 1d4 rounds and 6 points of Strength drain. Success: no blindness and 1d4 Strength drain. It shares the normal 1d4-round breath delay.
Frightful Presence (Ex). Activates when the dragon attacks, charges or flies overhead. Creatures with fewer than 17 HD within 180 feet make a Will DC 23 save. Failure: creatures with 4 or fewer HD are panicked for 4d6 rounds; others are shaken for that duration. Success grants immunity for 24 hours. Dragons are immune; ordinary fear immunity still applies.
Crush (Ex). Standard action while flying or jumping, targeting creatures at least three size categories smaller within its space. Reflex DC 23 avoids being pinned. A pinned creature takes 2d8+12 bludgeoning damage next round; maintaining the pin uses normal grapple rules and repeats the damage each round.
Spell-Like Abilities. CL 7; at will—darkness, shadow walk, vampiric touch. Use the 3.5e spell descriptions. These abilities normally take a standard action and provoke attacks of opportunity.
Spells Known. Cast as a 7-level sorcerer; cleric spells listed here are learned as arcane spells. Daily slots include Charisma bonuses. Use D&D 3.5e spell descriptions.
3rd (5/day)—dispel magic, inflict serious wounds (DC 18)
2nd (7/day)—command undead (DC 17), invisibility, web (DC 17)
1st (8/day)—grease (DC 16), inflict light wounds (DC 16), magic missile, reduce person (DC 16), shield
0 (6/day)—detect magic, detect poison, disrupt undead, mage hand, ray of frost, read magic, resistance
Ancient Umbral Dragon — CR 19
Ancient Umbral Dragon
| Size/Type | Gargantuan Dragon (Extraplanar) |
|---|---|
| Hit Dice | 25d12+175 (337 hp) |
| Initiative | +3 |
| Speed | 40 ft., fly 250 ft. (clumsy) |
| Armor Class | 38, touch 5, flat-footed 38 (−1 Dex, +33 natural, −4 size) |
| Base Attack/Grapple | +25/+49 |
| Attack | bite +33 melee (4d6+12/19–20) |
| Full Attack | bite +33 melee (4d6+12/19–20), 2 claws +31 melee (2d8+6), 2 wings +31 melee (2d6+6), tail slap +31 melee (2d8+18) |
| Space/Reach | 20 ft.; Reach 15 ft. (20 ft. with bite) |
| Special Attacks | Breath weapon, frightful presence, shadow breath, crush, create shadows, tail sweep, spells, spell-like abilities |
| Special Qualities | Darkvision 120 ft., blindsense 60 ft., keen senses, immunity to cold, sleep, paralysis, energy drain and death effects; negative energy affinity; ghost bane; DR 15/magic; spell resistance 30 |
| Saves | Fort +21, Ref +13, Will +21 |
| Abilities | Str 35, Dex 8, Con 25, Int 24, Wis 25, Cha 24 |
| Skills | Concentration +35, Diplomacy +35, Knowledge (arcana) +35, Knowledge (planes) +35, Listen +35, Search +35, Sense Motive +35, Spot +35, Intimidate +35, Hide +15, Move Silently +27, Knowledge (religion) +35, Knowledge (history) +35 |
| Feats | Blind-Fight, Cleave, Flyby Attack, Hover, Improved Critical (bite), Improved Initiative, Multiattack, Power Attack, Snatch |
| Environment | Shadow Plane and dark sites on the Material Plane |
| Organization | Solitary |
| Challenge Rating | 19 |
| Treasure | Triple standard |
| Alignment | Usually chaotic evil |
| Advancement | 25–26 HD (Gargantuan); then by age category |
| Level Adjustment | — |
Combat
Breath Weapon (Su). As a standard action, breathe a 60-foot cone dealing 20d8 negative energy damage; Reflex DC 29 half. The dragon must wait 1d4 rounds before using either breath again. This breath does not heal undead.
Ghost Bane (Su). Natural weapon attacks strike incorporeal creatures without the normal 50% miss chance for corporeal attacks.
Umbral Scion (Ex). Negative energy heals the dragon and positive energy damages it as though it were undead; it remains a living dragon. It is immune to energy drain and death effects. Its own breath grants no healing. Dragon Senses. Blindsense 60 feet, darkvision 120 feet; vision is four times human range in shadowy illumination and twice human range in normal light.
Shadow Breath (Su; 3/Day). Standard action, 60-foot cone, Fortitude DC 29. Failure: blinded for 1d4 rounds and 10 points of Strength drain. Success: no blindness and 1d4 Strength drain. It shares the normal 1d4-round breath delay.
Frightful Presence (Ex). Activates when the dragon attacks, charges or flies overhead. Creatures with fewer than 25 HD within 300 feet make a Will DC 29 save. Failure: creatures with 4 or fewer HD are panicked for 4d6 rounds; others are shaken for that duration. Success grants immunity for 24 hours. Dragons are immune; ordinary fear immunity still applies.
Crush (Ex). Standard action while flying or jumping, targeting creatures at least three size categories smaller within its space. Reflex DC 29 avoids being pinned. A pinned creature takes 4d6+18 bludgeoning damage next round; maintaining the pin uses normal grapple rules and repeats the damage each round.
Tail Sweep (Ex). Standard action, 30-foot-radius half-circle from an edge of the dragon’s space; affects Small or smaller creatures, dealing 2d6+18 bludgeoning damage (Reflex DC 29 half).
Create Shadows (Su). A creature slain by the dragon rises after 1d4 rounds as a shadow if it had 8 HD or fewer, or a greater shadow otherwise. The new undead is under the dragon’s control. Resolve each undead on its own initiative.
Spell-Like Abilities. CL 15; at will—darkness, shadow walk, vampiric touch, project image; 3/day—finger of death (Fort DC 24). Use the 3.5e spell descriptions. These abilities normally take a standard action and provoke attacks of opportunity.
Spells Known. Cast as a 15-level sorcerer; cleric spells listed here are learned as arcane spells. Daily slots include Charisma bonuses. Use D&D 3.5e spell descriptions.
7th (5/day)—destruction (DC 24), limited wish
6th (7/day)—harm (DC 23), mislead, veil (DC 23)
5th (7/day)—greater command (DC 22), slay living (DC 22), teleport, unhallow
4th (7/day)—enervation, inflict critical wounds (DC 21), phantasmal killer (DC 21), unholy blight (DC 21)
3rd (8/day)—dispel magic, haste, inflict serious wounds (DC 20), lightning bolt (DC 20)
2nd (8/day)—alter self, blur, command undead (DC 19), invisibility, web (DC 19)
1st (8/day)—inflict light wounds (DC 18), grease (DC 18), magic missile, reduce person (DC 18), shield
0 (6/day)—acid splash, detect magic, detect poison, disrupt undead, ghost sound, mage hand, ray of frost, read magic, resistance
A Predator of Living Shadow
Cruel and sadistic, umbral dragons prefer the taste of undead flesh or ghostly ectoplasm, yet never turn down opportunities to consume living flesh.
Where Umbral Dragons Are Found
The Shadow Plane is their established campaign home. Its encounter table includes young, adult and ancient umbral dragons. On the Material Plane, place a lair where gloom and a connection to that plane already make sense: a haunted ruin, a deep cavern system or a forest where daylight seldom reaches the floor. An isolated lair is a territorial exception, not evidence that every dark woodland supports a population.
Behaviour
An umbral dragon measures visitors as food, rivals or suppliers. It patrols in darkness, studies the routes of living travelers and seeks places where ghosts gather. It enjoys fear enough to delay a kill, allowing survivors to carry its demands. A quiet tribute arrangement may last for years until hunger, insult or a more valuable prize changes its calculation.
It prizes dark stone, fine obsidian work and spirits to consume. Offers that threaten its independence fail quickly. A wounded dragon becomes less theatrical: it abandons intimidation and chooses an escape route, unless the intruders are carrying something from its hoard.
If Violence Starts
The dragon usually begins with an ambush. It breathes across clustered opponents, then isolates the creature best able to reveal it, restrain its flight or injure it at range. It concentrates its natural attacks on one exposed target. Spellcasting and breath compete with its attack action; its intelligence gives it choices, not extra turns.
A young dragon makes passes while protecting an exit. An adult blinds or weakens a front line, then attacks from another direction; its shadow travel is an escape plan rather than an instant escape in every edition. An ancient dragon exploits its projected image and the shadows raised from its victims. When the fight turns against it, it offers a false bargain or abandons part of the hoard to preserve itself. It fights to the death only when cornered or when flight would surrender something it values above survival.
Signs of an Umbral Dragon
| Silenced hauntings | A notorious ghost abruptly vanishes; the dragon may have eaten it. |
|---|---|
| Dark treasure missing | Onyx collections and basalt sculpture disappear while ordinary valuables remain. |
| Large tracks in cold gloom | Claw scores, wing scrapes and crushed ledges lead toward a lightless chamber. |
| Survivors weakened | Victims describe blindness, drained strength and a scream carried inside a wave of shadow. |
Using an Umbral Dragon in Play
Give the dragon a reason to remain near the adventure: a haunted feeding ground, a hoard hidden beside a shadow crossing, or a bargain with an undead ruler. A raid, negotiation and lair assault should expose different aspects of that same purpose. Let the party learn its age and escape routes before they commit to a direct fight.
| Hunt through a haunted ruin | Ghosts beg the living for help; fighting the dragon may release dangerous spirits from fear. |
|---|---|
| Tribute at the crossing | The dragon charges passage in dark gems and captive spirits. Refusal risks a chase through hostile terrain. |
| An undead alliance | A necromancer seeks protection but knows the dragon regards its troops as a pantry. |
| The absent tyrant | An image holds court while the actual dragon guards its hoard from another chamber. |
Challenge and Encounter Scale
Choose age before building the encounter. A wyrmling is a local threat; a young dragon can dominate a dangerous route. An adult calls for a prepared party and a plan for flight, darkness and control effects. An ancient dragon is a campaign-scale enemy with enough knowledge to choose the site of its own defeat carefully.
Use the CR printed in the selected edition, not the same age’s CR from another system. Account separately for undead allies and newly created shadows. Tight tunnels favour breath cones; open ledges favour flight. Give characters cover, a way to spread out and information about the dragon’s breath. In PF1e and 3.5e, Strength drain can persist after combat and deserves preparation. In fifth edition, legendary actions materially change the pace of adult and ancient fights. Inside its home lair, a 2014 dragon also controls the field with lair actions on initiative count 20. A 2024 dragon instead gains an additional legendary action use each round and an additional daily use of Legendary Resistance; use the higher XP value printed in its block for a lair encounter. Give intruders clear sight lines, routes out of darkness and room to withdraw from the hoard chamber.
Motivations and Reactions
| A rare dark artwork | Interested enough to speak; demands proof and a safe delivery. |
|---|---|
| A spirit-rich haunting | May postpone another hunt to investigate it. |
| A stolen hoard piece | Pursues the thief, then punishes whoever sheltered them. |
| A powerful undead patron | Accepts tribute while looking for leverage and an opportunity to feed. |
| A credible superior force | Seeks delay, misinformation and retreat rather than an honourable duel. |
Adventure Hooks
- The Ghost That Asked for Asylum. A murderous spirit offers valuable testimony if protected from the dragon hunting it.
- The Onyx Ransom. A town’s missing people can supposedly be bought back with a stolen sculpture; the dragon has promised the same prisoners to an undead ally.
- The Empty Audience Chamber. Negotiators discover the dragon before them is a projected image. Its real body is already searching their route home.
- The Feeding Treaty. An undead ruler secretly supplies expendable minions to preserve a fragile alliance. Destroying the arrangement unleashes a hungry dragon.
Natural History
Some dragons are spawned between worlds, beings half of the mortal plane and another. Umbral dragons are one such draconic breed—wyrms torn between two existences. Umbral dragons have a strong connection to the Plane of Shadow and share many characteristics of the mysterious, haunted creatures of that realm. Sinister and starved in appearance, these dragons’ dark scales and backward-sweeping horns cause many to mistakenly identify them as feral black dragons, but the soulwrenching scream of their devastating breath—a wave of black oblivion that draws power from the lifelessness of the Plane of Shadow—prevents such errors from being long regretted.
Umbral dragons have black scales that take on a lustrous quality as the creatures age. Even their pale underbellies darken as they advance in years, making the most ancient umbral dragons appear to be composed of living shadows. Young adult and older umbral dragons’ natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Feeding and Prey
Like most dragons, umbral dragons are powerful predators and prey upon the large creatures of their territories. Deliberately sadistic, they enjoy the sounds of screaming meals, and actively seek out sentient prey, often striking travelers, small settlements, and even city walls under the cover of darkness. Unlike other evil-aligned wyrms, though, umbral dragons have the unusual ability to reach through the ether and strike as incorporeal creatures just as easily as material beings. While umbral dragons on the Plane of Shadow hunt down the undead shadows pervasive in that dismal place, those of the Material Plane eagerly devour allips, ghosts, spectres, and all manner of other ephemeral undead.
What—if any—nutritional value the dragons gain from such creatures is widely debated, but the wyrms’ tastes for such lingering soul-stuff only enhances their already fearful reputations. This morbid hunger doesn’t pertain to incorporeal undead alone, though, as the dragons willingly consuming corporeal undead—sentient or otherwise—with the same enthusiasm they would a hapless living adventurer.
Lairs and Alliances
When not dwelling upon the Plane of Shadow, umbral dragons seek out places of darkness and perpetual gloom. Stormy mountains, dense forests and bogs, ancient ruins, and the lightless underworld all allow these night-scaled wyrms to luxuriate in the comfort of cool darkness. Some even seek out stories of haunted lands and ghostly curses, investigating such places to indulge their taste for incorporeal flesh.
Liches, vampires, powerful necromancers and morbid fiends sometimes seek alliances with these rare dragons. Flight, shadow travel, spellcasting and the ability to strike incorporeal enemies make an umbral dragon a dangerous ally. Its negative-energy breath does not heal undead, and ordinary immunity to fear still protects undead creatures. A patron who offers spirits as tribute risks becoming the dragon’s next meal.
Umbral dragons only consider such partnerships with offers of great wealth and spirits to consume, and, even upon agreeing, remain fickle allies. More than one undead lord has been dropped to its ignominious destruction when its umbral dragon mount decided that it and its supposed master’s goals no longer coincided.
Treasure
As true dragons, umbral dragons obsessively amass vast hoards of treasure, hiding it away in hidden dungeons and darkened caverns. They tend to be more particular in their hoarding than most dragons, though. Foregoing the gleaming troves of their cousins, umbral dragons prefer dark treasures: works of sculpted basalt, obsidian weapons, and countless onyx gems. Although more particular, they range farther in pursuit of such treasures and even steal wildly valuable works of art, thus—though smaller—their troves are typically of approximately the same value of other dragons.
After the Encounter
A defeated dragon leaves a territory with fewer predators of the undead. Hauntings may return, and former tributaries may quarrel over its treasures. Search the hoard for stolen dark-stone artworks, obsidian weapons and onyx, as well as portable wealth. In PF1e and 3.5e its treasure is triple standard; in fifth edition build the hoard for the chosen age and encounter.
Count surviving shadows as creatures with their own fate, not possessions that disappear when their creator falls. In the fifth-edition blocks here, the dragon’s death leaves its surviving shadows uncontrolled. Resolve lingering blindness, drained ability scores and other consequences under the selected edition before the party leaves the lair.
Related Pages
- Dragons — the wider draconic bestiary.
- Shadow Plane — campaign home, crossings and encounter context.
- Owb — another manipulator from the same plane.
Sources and Licensing
Pathfinder 1e: Bestiary 2 primal dragons and the Archives of Nethys young, adult and ancient entries. The wyrmling block is calculated from the published base and advancement rules. The published age table grants darkness at very young age, while the ability prose lists young; the age table is retained here. Ancient cold immunity is inherited from the base creature despite its omission in the sample ancient block. Published sample skills and spell DCs are retained: the ancient web DC 17 differs from the standard Charisma-based DC 19. The adult Fly +16 also differs from +12 calculated from 17 ranks, the class-skill bonus, Huge size and poor maneuverability. These source discrepancies are not silently treated as corrections to the official entry.
D&D 5.5e / 2024 and 5e / 2014 blocks are original adaptations of the creature, using edition-specific dragon presentation informed by the Systems Reference Documents. D&D 3.5e blocks are adaptations using the 3.5e true-dragon rules; claws are secondary attacks, skill points and feats follow 3.5e progression, and cantrips have daily slots. These adaptations are not official Umbral Dragon rules. Adaptation CRs are encounter estimates checked against comparable dragons, not playtest results. Fifth-edition shadow breath and shadow creation are deliberately bounded for those systems. The 2014 lair actions are original, non-damaging adaptations for adult and ancient dragons. The 2024 lair bonuses follow the revised dragon structure, including higher lair XP; they are not additional initiative-20 actions. Lair XP and adaptation CRs remain encounter estimates. Presentation references: 2014 adult black dragon, 2024 adult black dragon and 2024 ancient black dragon.
Open Game Content: the PF1e rules and the 3.5e game-mechanical adaptations on this page are offered under the Open Game License v1.0a. See that license for its terms; product names, artwork and setting material are not designated Open Game Content. The fifth-edition rules do not relicense Paizo Open Game Content under Creative Commons.
PF11:SoS. Copyright 2008, Paizo Publishing LLC. Author: Greg A. Vaughan
Section 15: Copyright Notice
Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors WolfgangBaur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, TimHitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, RobMcCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider,Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on materialby Jonathan Tweet, Monte Cook, and Skip Williams.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
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