Stalagma Steelshadow

From Waterdeep: Dungeon of the Mad Mage, page 273.

**Hit Points:** 243 (18d12 + 126)
 **STR**
27 (+8)
10 (0)
25 (+7)
16 (+3)
13 (+1)
 **Saving Throws:** Dex +5, Con +12, Wis +6, Cha +10
**Skills:** Arcana +8, History +8, Perception +11, Stealth +5
**Damage Immunities:** cold
**Senses:** blindsight 60 ft., darkvision 120 ft., passive Perception 21
**Languages:** Draconic, Dwarvish, Terran
 ***Multiattack.*** Stalagma Steelshadow can use her Frightful Presence. She then makes three attacks: one with her bite and two with her claws.
***Bite.** Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 19 (2d10 + 8) piercing damage.
***Claw.** Melee Weapon Attack:* +13 to hit, reach 5 ft., one target. *Hit:* 15 (2d6 + 8) slashing damage.
***Tail.** Melee Weapon Attack:* +13 to hit, reach 15 ft., one target. *Hit:* 17 (2d8 + 8) bludgeoning damage.
***Frightful Presence.*** Each creature of Stalagma Steelshadow's choice that is within 120 feet of the dragon and aware of her must succeed on a DC 18 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 Stalagma Steelshadow's Frightful Presence for the next 24 hours.
***Breath Weapons (Recharge 5-6).*** Stalagma Steelshadow uses one of the following breath weapons:
* **Acid Breath.** Stalagma Steelshadow exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 58 (13d8) acid damage on a failed save, or half as much damage on a successful one.
* **Paralyzing Breath.** Stalagma Steelshadow exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed 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.

***Change Shape.*** Stalagma Steelshadow magically polymorphs into a humanoid or beast that has a challenge rating no higher than her own, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Stalagma Steelshadow's choice).
In a new form, Stalagma Steelshadow retains her alignment, hit points, hit dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
 Stalagma Steelshadow 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. Stalagma Steelshadow regains spent legendary actions at the start of its turn.
**Detect.** Stalagma Steelshadow makes a Wisdom (Perception) check.
**Tail Attack.** Stalagma Steelshadow makes a tail attack.
**Wing Attack (Costs 2 Actions).** Stalagma Steelshadow beats her wings. Each creature within 10 feet of Stalagma Steelshadow must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Stalagma Steelshadow can then fly up to half her flying speed.