Umbraxakar

From Waterdeep: Dungeon of the Mad Mage, page 241.

**Hit Points:** 212 (17d12 + 102)
 **STR**
25 (+7)
10 (0)
23 (+6)
10 (0)
15 (+2)
 **Saving Throws:** Dex +5, Con +11, Wis +7, Cha +9
**Skills:** Insight +7, Perception +12, Stealth +10
**Damage Resistances:** necrotic
**Damage Immunities:** lightning
**Senses:** blindsight 60 ft., darkvision 120 ft., passive Perception 22
**Languages:** Common, Draconic
 ***Amphibious.*** Umbraxakar can breathe air and water.
***Legendary Resistance (3/Day).*** If Umbraxakar fails a saving throw, he can choose to succeed instead.
***Living Shadow.*** While in dim light or darkness, Umbraxakar has resistance to damage that isn't force, psychic, or radiant.
***Shadow Stealth.*** While in dim light or darkness, Umbraxakar can take the Hide action as a bonus action.
 ***Multiattack.*** Umbraxakar can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws.
***Bite.** Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 18 (2d10 + 7) piercing damage.
***Claw.** Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 14 (2d6 + 7) slashing damage.
***Tail.** Melee Weapon Attack:* +12 to hit, reach 15 ft., one target. *Hit:* 16 (2d8 + 7) bludgeoning damage.
***Frightful Presence.*** Each creature of Umbraxakar's choice that is within 120 feet of Umbraxakar and aware of him 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.
***Breath Weapons (Recharge 5-6).*** Umbraxakar uses one of the following breath weapons:
* **Necrotic 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.
* **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 the dragon.

***Change Shape.*** Umbraxakar magically polymorphs into a humanoid or beast that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (Umbraxakar's choice).
 Umbraxakar 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. Umbraxakar regains spent legendary actions at the start of its turn.
**Detect.** Umbraxakar makes a Wisdom (Perception) check.
**Tail Attack.** Umbraxakar makes a tail attack.
**Wing Attack (Costs 2 Actions).** Umbraxakar beats his 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 his flying speed.