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ADDENDUM HOUSE RULES ┋ MONSTER MENAGERIE ┋
FANHALLA PRESENTS SWARMS PAMPHLET
YOUNG SHADOW [ DRAGON ] ᶜᴿ 15 _
D&D® Supplemental Rules Amend—A Shared Campaign Supporting Document
Based on material by Jeremy Crawford, with Christopher Perkins and Ray Winninger. Tailored by Pablo Alpizar and Mav D. Fábvla.
Effective January 1st, 2025
YOUNG SHADOW DRAGON
YOUNG SHADOW DRAGON Mirror Image. The creature creates three illusory duplicates in
Large Dragon, Chaotic Evil its space until the start of its next turn. When it is targeted by an
attack, roll a d20: with three duplicates, roll 6 or higher to target
AC 18 (Natural Armor) Initiative +8 (23) a duplicate; with two, roll 8 or higher; with one, roll 11 or higher.
HP 128 (15d10 + 45) Space 10 ft. x 10 ft. [ 2x2 sq. ] A duplicate has AC 10 + the creature's Dexterity modifier and is
Speed 60 ft., Fly 60 ft., (120 ft while in dim light or darkness) destroyed if hit. The effect ends early if all duplicates are
MOD SAVE MOD SAVE MOD SAVE destroyed or if the attacker can’t see or ignores illusions..
STR 21 +6 +6 DEX 14 +2 +8 CON 17 +3 +3
INT 14 +2 +8 WIS 11 +1 +7 CHA 19 +4 +4 Blink. The creature shifts partially into the Ethereal Plane until
the start of its next turn. At the end of each of its turns, roll a
Skills Perception +17, Persuasion +13, Stealth +8 d20. On an 11 or higher, the creature vanishes fully into the
Immunities Poison; Paralyzed, Poisoned Ethereal Plane and reappears in an unoccupied space within 10
Senses Blindsight 60 ft., Darkvision 120 ft.. Passive Perception 27 feet of its previous location at the start of its next turn. While on
Languages Common, Draconic the Ethereal Plane, the creature is unaffected by attacks or
effects originating from the Material Plane.
CR 15 ( XP 13,000; PB +6 )
TRAITS Conjure Minor Elementals [6th Level Version] (Concentration
Battle Ready. The dragon has Advantage on Initiative rolls. Spell) + Eldritch Blast (At will). Conjure Elemental Spirits
(Concentration, 1 Action). 4th Level Spell
Living Shadow (While in dim light or darkness). The dragon
has advantage on saving throws against spells and other magical The creature conjures elemental spirits that flit around it in a
effects, and resistance to all damage that isn't force or radiant. 15-foot radius. Until the spell ends (10 minutes), any attack made
The dragon also doubles its speed. by the creature deals an extra 2d8 damage of its choice (acid,
cold, fire, or lightning). The ground within the Emanation is
Sunlight Sensitivity. While in sunlight, the dragon has
difficult terrain for enemies.
disadvantage on attack rolls, ability checks, and saving throws.
Elemental Eldritch Blast (Concentration, 1 Action). Ranged
Terrifying Presence (Only if Bloodied). Wisdom Saving Throw:
Spell Attack: +9 to hit, range 120 ft., one or more targets. Hit: 10
DC 21, each creature in a 120 feet emanation from The dragon at
(1d10 + 5) force damage. If targeting a creature within the
the end of each of The dragon’s turns. Failure: The target uses its
15-foot radius Emanation, the attack deals an additional 4d8
Reaction to move away from the monstrosity immediately.
damage (acid, cold, fire, or lightning). The creature can fire
multiple beams, each targeting a different creature or the same
ACTIONS one. The number of beams is equal to the creature’s proficiency
Multiattack. The dragon makes three Rend attacks. It can bonus.
replace one of these attacks with a use of Spellcasting
Rend. Melee Attack Roll: +15, reach 15 ft. Hit: Hit: 17 (2d10 + 6) Darkness. Magical darkness spreads from the creature in a
Piercing damage plus 3 (1d6) necrotic damage. 15-foot radius and moves with it, lasting until the start of its next
Spellcasting. The dragon casts one of the following spells, turn. The darkness blocks line of sight, and creatures without
requiring no Material components, using Charisma as the darkvision or those relying on nonmagical light can't see through
spellcasting ability (spell save DC 16, +9 spell attack): it. A light created by a spell of 2nd level or higher dispels the
darkness.
At Will: Eldritch Blast, Shocking grasp, Detect Magic
2/Day Each: Conjure Minor Elementals (level 6 version)
1/Day Each: Blink (shadowfell), Darkness, Mirror Image
Poison Breath (Recharge 5–6). Constitution Saving Throw. DC
18, each creature in a 60-foot Cone. Failure: 56 (16d6) necrotic
damage. Success: Half damage.
REACTIONS
The dragon can take up to two Reactions per round but only
one per turn. If the dragon is in its lair, it can take an additional
Reaction per round.
Bloodied Breath. Trigger: The dragon is Bloodied. Response: its
breath weapon recharges and the dragon can use it
immediately.
Rend Retaliation. Trigger: The dragon takes damage.
Response: The dragon makes one Rend attack.
Version Beta.1 Leyenda: ⟐—Utility/Defensive ✶—Offensive ✪—Spells ❖—M.E.T.A. 1
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ADDENDUM HOUSE RULES ┋ MONSTER MENAGERIE ┋
FANHALLA PRESENTS SWARMS PAMPHLET
FLAVORED TEXT
“The beast towers over you, its massive form resembling that of a giant
reptile with a heavily armored shell. Its jaws are gaping wide, revealing ADDITIONAL EPIC TRAITS
row upon row of razor-sharp teeth, and its horns, stretching a full six
feet in length, gleam menacingly in the light. It's clear that facing this
⟐ Eternal Slumber. When the Tarrasque is reduced to 0 hit
points, it immediately begins regenerating at a rate of 60 hit
monstrosity will be no easy task.”. points per round (Lost limbs or body parts would regrow in
1d6 minutes) unless its body is subjected to a wish spell within
1 minute. The wish spell must specifically request the
Tarrasque's death to permanently prevent regeneration.
COMBAT TACTICS Without this, the Tarrasque returns to life with full hit points
1d10 minutes later. To slay it, one needs to use a wish spell or
If not particularly inclined to fight, or if actually pressed in divine intervention: to keep it dead and have its body
combat, The Tarrasque would simply remove himself from the destroyed. Albeit, it may reappear if it survives through the
battle when below 99 Hit Points or Chaos Threshold. Using its passage of time…in 1000 years or so… it sinks back into the
earth and slumbers for an indeterminate amount of time
Burrow speed with Earth Glide and its action to dash.
before rising once more.
FIGHTING STYLE: BRUTE
You just want to smash everything that's in your path.
SET-UP: UP CLOSE AND PERSONAL
The longer you go without destroying buildings or eating things,
the angrier you get. Get as close as possible to the target of
your ire. Focus on one target at a time
TACTICS: DASH AND BASH
Start combat within 30 feet of whatever you hope to smash.
Then, go and smash it until it's no longer smashable. Move on
to the next object. Repeat.
Version Beta.1 Leyenda: ⟐—Utility/Defensive ✶—Offensive ✪—Spells ❖—M.E.T.A. 2