Night Dragon

***Nightwings are a shady bunch. They seem nice enough, but they always have a trick up their...ehm...scales? I've seen entire towns ransacked in the middle of the night, and no one woke up. -Agona, Urmahlullu Warchief***

## **Night Dragon Wyrmling**

*Medium Dragon, Chaotic Neutral*

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AC: 17 (Natural Armor)

HP: 63 (7d8+28)

Speed: walk 30 ft., fly 50 ft.

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STR DEX CON INT WIS CHA

16 18 18 14 19 18

+3 +4 +4 +2 +4 +4

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**Saving Throws:** Dexterity (+7), Wisdom (+6), Charisma (+7)

**Damage Immunities:** Radiant

**Damage Resistances:** Cold

**Condition Immunities:** Blinded, Sleep

**Skills:** Perception (+7), Stealth (+7), Persuasion (+7)

**Senses:** Perfect Darkvision, Passive Perception 17

**Languages:** Draconic

**Challenge:** 2

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ACTIONS:

**Bite:** +7 (1d8+3 piercing)

**Breath Weapons (Recharge 5-6):**

Moonbeam--The Wyrmling exhales a beam of silvery light in a 15 ft. line. All creatures in that area must make a dexterity save (DC 15), taking 3d6 cold damage and 3d6 radiant damage on a failure and half as much on a success.

Sleep--The Wyrmling opens its mouth, exhaling a 15 ft. cone of cold, dark mist. All creatures in that area must make a constitution save (DC 15), falling unconscious if they fail. They remain sleeping until they take damage or until another creature takes an action to wake them up.

## **Young Night Dragon**

*Large Dragon, Chaotic Neutral*

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AC: 18 (Natural Armor)

HP: 170 (17d8+85)

Speed: walk 40 ft., fly 100 ft.

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STR DEX CON INT WIS CHA

18 22 20 15 22 20

+4 +6 +5 +2 +6 +5

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**Saving Throws:** Dexterity (+12), Wisdom (+12), Charisma (+11)

**Damage Immunities:** Radiant

**Damage Resistances:** Cold

**Condition Immunities:** Blinded, Sleep

**Skills:** Perception (+12), Stealth (+12), Persuasion (+11)

**Senses:** Perfect Darkvision, Passive Perception 22

**Languages:** Draconic

**Challenge:** 9

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ACTIONS:

**Multiattack:** The Young Night Dragon makes three attacks, one with its bite, two with its claws.

**Bite:** +12 (2d8+4 piercing, reach 10 ft.)

**Claws:** +12 (2d6+4 slashing)

**Breath Weapons (Recharge 5-6):**

Moonbeam--The dragon exhales a beam of silvery light in a 30 ft. line. All creatures in that area must make a dexterity save (DC 19), taking 5d6 cold damage and 5d6 radiant damage on a failure and half as much on a success.

Sleep--The dragon opens its mouth, exhaling a 30 ft. cone of cold, dark mist. All creatures in that area must make a constitution save (DC 19), falling unconscious if they fail. They remain sleeping until they take damage or until another creature takes an action to wake them up.

## **Adult Night Dragon**

*Huge Dragon, Chaotic Neutral*

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AC: 18 (Natural Armor)

HP: 216 (18d10+108)

Speed: walk 50 ft., fly 120 ft.

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STR DEX CON INT WIS CHA

22 26 22 16 24 22

+6 +8 +6 +3 +7 +6

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**Saving Throws:** Dexterity (+14), Wisdom (+13), Charisma (+12)

**Damage Immunities:** Radiant

**Damage Resistances:** Cold

**Condition Immunities:** Blinded, Sleep

**Skills:** Perception (+13), Stealth (+14), Persuasion (+12)

**Senses:** Perfect Darkvision, Passive Perception 23

**Languages:** Draconic

**Challenge:** 16

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ACTIONS:

**Multiattack:** The Adult Night Dragon can use its Frightful Presence, then makes three attacks, one with its bite, two with its claws.

**Bite:** +14 (2d8+6 piercing, reach 15 ft.)

**Claws:** +14 (2d6+6 slashing, reach 10 ft.)

**Tail:** +14 (2d6+6 bludgeoning, reach 20 ft.)

**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 20 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.

**Breath Weapons (Recharge 5-6):**

Moonbeam--The dragon exhales a beam of silvery light in a 50 ft. line. All creatures in that area must make a dexterity save (DC 20), taking 8d6 cold damage and 8d6 radiant damage on a failure and half as much on a success.

Sleep--The dragon opens its mouth, exhaling a 50 ft. cone of cold, dark mist. All creatures in that area must make a constitution save (DC 20), falling unconscious if they fail. They remain sleeping until they take damage or until another creature takes an action to wake them up.

**Legendary Actions:** The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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 (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

**Change Shape:** The dragon 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 (the dragon's choice).

In a new form, the dragon 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.

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SPELLCASTING

While in a humanoid form, the Adult Night Dragon is a 15th level caster. (DC 21, Spell Attack Bonus +14)

Cantrips: Dancing Lights, Frostbite, Minor Illusion

1st level slots (4): Faerie Fire, Hex, Illusory Script, Shield, Sleep, Silent Image

2nd level slots (3): Moonbeam, Blur, Darkness, SIlence, Shadow Blade

3rd level slots (3): Counterspell, Clairvoyance, Major Image

4th level slots (3): Shadow of Moil, Greater Invisibility, Phantasmal Killer

5th level slots (2): Creation, Cone of Cold, Dream

6th level slots (1): Eyebite

7th level slots (1): Crown of Stars

8th level slots (1): Maddening Darkness

## **Ancient Night Dragon**

*Gargantuan Dragon, Chaotic Neutral*

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AC: 20 (Natural Armor)

HP: 420 (30d12+210)

Speed: walk 50 ft., fly 150 ft.

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STR DEX CON INT WIS CHA

25 28 24 18 30 24

+7 +9 +7 +4 +10 +7

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**Saving Throws:** Dexterity (+18), Wisdom (+19), Charisma (+16)

**Damage Immunities:** Radiant

**Damage Resistances:** Cold

**Condition Immunities:** Blinded, Sleep

**Skills:** Perception (+19), Stealth (+18), Persuasion (+16)

**Senses:** Perfect Darkvision, Passive Perception 29

**Languages:** Draconic

**Challenge:** 25

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ACTIONS:

**Multiattack:** The Adult Night Dragon can use its Frightful Presence, then makes three attacks, one with its bite, two with its claws.

**Bite:** +18 (2d10+7 piercing, reach 15 ft.)

**Claws:** +18 (2d8+7 slashing, reach 10 ft.)

**Tail:** +18 (2d8+7 slashing, reach 20 ft.)

**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 24 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.

**Breath Weapons (Recharge 5-6):**

Moonbeam--The dragon exhales a beam of silvery light in a 60 ft. line. All creatures in that area must make a dexterity save (DC 24), taking 10d6 cold damage and 10d6 radiant damage on a failure and half as much on a success.

Sleep--The dragon opens its mouth, exhaling a 60 ft. cone of cold, dark mist. All creatures in that area must make a constitution save (DC 24), falling unconscious if they fail. They remain sleeping until they take damage or until another creature takes an action to wake them up.

**Legendary Actions:** The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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 (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

**Change Shape:** The dragon 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 (the dragon's choice).

In a new form, the dragon 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.

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SPELLCASTING

While in a humanoid form, the Adult Night Dragon is a 17th level caster. (DC 24, Spell Attack Bonus +18)

Cantrips: Dancing Lights, Frostbite, Minor Illusion

1st level slots (4): Faerie Fire, Hex, Illusory Script, Shield, Sleep, Silent Image

2nd level slots (3): Moonbeam, Blur, Darkness, SIlence, Shadow Blade

3rd level slots (3): Counterspell, Clairvoyance, Major Image

4th level slots (3): Shadow of Moil, Greater Invisibility, Phantasmal Killer

5th level slots (2): Creation, Cone of Cold, Dream

6th level slots (1): Eyebite

7th level slots (1): Crown of Stars

8th level slots (1): Maddening Darkness

9th level slots (1): Weird