The Veylthar Dragon, Incarnation of Shadowglass


 

Ancient Veylthar Dragon, Incarnation of Shadowglass CR: 25

Gargantuan gemstone dragon, neutral evil
Armor Class: 22
Hit Points: 505 (30d20+210)
Speed: 40 ft , fly: 80 ft , climb: 40 ft

STR

25 +7

DEX

16 +3

CON

25 +7

INT

21 +5

WIS

20 +5

CHA

23 +6

Saving Throws: Dex +9, Con +13, Wis +11, Cha +12
Skills: Stealth +15, Arcana +11, Perception +11, Deception +12, Insight +11
Damage Resistances: Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Psychic, Cold
Condition Immunities: Blinded, Charmed, Frightened, Grappled, Restrained
Senses: Blindsight 60 ft., Darkvision 180 ft., Passive Perception 25
Languages: Draconic, Umbral, Zycorian, Deep Speech, Telepath 120ft
Challenge Rating: 25 ( 75,000 XP)
Proficiency Bonus: +6

The dragon’s spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no components:
At will: darkness, greater invisibility, mirror mage
3/day each: shadow step (as dimension door, only in dim light and darkness), synaptic static
1/day each: antilife shell, mislead


Living Reflection. When a creature first sees the dragon within 60 feet, it must make a DC 21 Charisma saving throw. On a failure, the creature’s reflection tears free from reality, forming a Shade Duplicate under the dragon’s control (use a Wraith statblock with the target’s mental ability modifiers). The duplicate acts immediately after the dragon and lasts for 1 minute or until destroyed.
Umbral Presence. The dragon is invisible in dim light or darkness unless it chooses to reveal itself. Magic that detects invisibility fails to perceive it unless the caster succeeds on a DC 20 Arcana check.
Shadowglass Body. Any critical hit against the dragon causes its body to splinter into shards of dark glass. The attacker must succeed on a DC 21 Dexterity saving throw or take 14 (4d6) necrotic damage and become Blinded until the end of their next turn as mirror-shards of shadow cling to their eyes.
Umbral Disguise (3/Day). The Ancient Veylthar Dragon can magically assume the form of a Medium or Large humanoid creature. This transformation functions similarly to the shapechange spell but is limited to humanoid forms of its choice. The dragon retains its Intelligence, Wisdom, Charisma, saving throw proficiencies, and innate spellcasting, but loses its breath weapon and natural attacks.
While transformed, the dragon is wreathed in faint distortion — reflections ripple slightly in its presence, and bright light sources within 10 feet dim by half. If reduced to 0 hit points in this form, it immediately reverts to its draconic shape, shattering any illusions in a burst of shadowglass shards (20 ft. radius, DC 21 Dex save, 6d8 necrotic damage).
The dragon often uses this ability to infiltrate mortal organizations, manipulate kingdoms from within, or study prey it deems “interesting reflections of imperfection.”

Actions

Multiattack. The dragon makes four attacks: one with its bite, two with its claws and one with its tail
  Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 13 (3d8) necrotic damage.
Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage plus 9 (2d8) cold damage.
Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage plus 9 (2d8) psychic damage.
Breath Weapon (Recharge 5–6): Veilfire Breath.
The dragon exhales a torrent of black flame and glass dust in a 90-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 70 (20d6) necrotic damage on a failed save, or half as much on a success.
Additional Effect: On a failed save, the target’s shadow is burned away and manifests as a hostile Shadowspawn (use Shadow Demon stats). The spawn acts immediately after the dragon’s turn and vanishes if the dragon dies or ends concentration (as if concentrating on a spell).

Bonus Actions

Veil Mend (1/Turn). The dragon pulls the shadows around its body to mend its form, regaining 20 hit points if it began its turn in dim light or darkness.
Command the Shade (1/Turn). The dragon mentally commands up to two Shade Duplicates or Shadowspawn it has created, granting each one extra movement or attack as a reaction this round.

Reactions

Mirror Reversal. When a ranged attack or spell targets the dragon, it can cause a mirror-image of the projectile to reflect back. The attacker must succeed on a DC 21 Dex save or take the attack’s damage as if it hit itself (reflecting spells of 5th level or lower only).
Umbral Counterstep. When a creature ends its movement within 10 ft. of the dragon, the dragon can teleport up to 20 ft. to an unoccupied space in dim light or darkness without provoking opportunity attacks.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below
  Step Through Shadows (Costs 1 Action). The dragon teleports up to 40 ft. to an unoccupied space in dim light or darkness, leaving behind an illusory afterimage until the start of its next turn. Mirrorflame Lash (Costs 2 Actions). The dragon lashes out with its tail; one target within 20 ft. must succeed on a DC 21 Constitution saving throw or take 27 (6d8) necrotic damage and become Frightened until the end of its next turn. Devour Reflection (Costs 3 Actions). The dragon targets one creature it can see within 60 ft. that has a shadow or reflection. The target must succeed on a DC 21 Charisma saving throw or have its reflection devoured—taking 45 (10d8) psychic damage and becoming Invisible against itself for 1 minute (unable to perceive its own body or reflection). During this time, it has disadvantage on attack rolls and Dexterity saving throws.

Lair Actions

On initiative count 20 (losing initiative ties), it can use one of the following effects:
  Shattered Reflections. All mirrors, water, and reflective surfaces within the lair animate and duplicate the dragon’s visage. Until the next round, any attack targeting the dragon has a 50% chance to hit an illusion instead.
Umbral Silence. A wave of black flame snuffs out sound and light. Until initiative count 20 on the next round, all light sources within 120 ft. are extinguished and all creatures are deafened.
Echoed Fear. The dragon targets up to three creatures it can see. Each must make a DC 21 Wisdom saving throw or be Frightened and take 22 (5d8) psychic damage as they hear whispers of their own voice mocking them from the shadows.

Lair Description

  The lair of an Ancient Veylthar Dragon is a realm of endless reflection and silence — a cathedral of obsidian and shadowglass carved within the Umbral Caves of Ebonreach or beneath the Azrath Peaks, where eternal black flames cast no light. The walls gleam like wet glass, distorting every reflection into slow-moving echoes of reality. Pools of liquid darkness ripple with faint whispers, showing glimpses of memories that do not belong to those who gaze within.
  Bridges of floating mirror-shards cross bottomless chasms filled with oily mist, and the air hums faintly, as if the stone itself remembers secrets whispered to it. The dragon’s hoard is not gold or jewels, but secrets crystallized in glass — each gem-like shard a frozen confession, a lie, or a stolen name, kept eternally silent within its surface. Those who touch these fragments risk releasing the imprisoned memories, only to have their own reflected and devoured in turn.
  At the lair’s heart lies the Veilfont, a mirrored obelisk surrounded by circling shadows. This focus of pure Veylthar crystal connects the dragon to every reflection within miles. Through it, the dragon can observe intruders, create illusory doubles, or step between mirrors anywhere within its domain. The Veilfont pulses faintly in time with the dragon’s breath — and when the creature slumbers, its reflection continues to move, patrolling the halls as a spectral guardian.
  The temperature is unnaturally cold, but not physical — a chill of the soul. Sound dies within a few feet, and torches burn with inverted black flame. Only the dragon’s voice can carry clearly here, each syllable echoing for minutes in haunting delay. Travelers who wander too deep often encounter their own reflections whispering warnings that come too late.

Regional Effects

The region containing the dragon’s lair becomes cloaked in mirrored twilight and illusion:
Reflections appear several seconds out of sync and sometimes move independently.
Magical darkness in the region can’t be dispelled by light of 6th level or lower.
Those who linger for more than 24 hours within 1 mile of the lair must succeed on a DC 15 Charisma saving throw or become haunted by their own shadow, suffering disadvantage on Wisdom (Perception) checks while in dim light or darkness until they leave the area.

Usual Tactics

The Ancient Veylthar Dragon is a consummate predator of the unseen, waging psychological warfare as much as physical combat. It opens an encounter by extinguishing all light—using darkness or its lair’s Umbral Silence—before becoming one with the shadows. From there, it strikes from multiple angles, teleporting with Shadow Step and using Mirrorflame Lash to instill fear and confusion.
  The dragon avoids direct confrontation until it has assessed its foes’ capabilities, preferring to toy with them through illusion and misdirection. It summons Shade Duplicates and Shadowspawn to harry isolated targets, forcing the party to waste resources while it remains unseen. Against spellcasters, it uses Mirror Reversal to reflect their magic and punish overreliance on light-based or radiant attacks.
  When threatened, the dragon retreats into darkness using Umbral Counterstep, regenerates via Veil Mend, and reemerges behind its opponents to strike from their own shadows. If cornered or bloodied, it unleashes Veilfire Breath in a wide cone to separate and demoralize the group, then focuses on eliminating frightened or blinded enemies first. Above all, the Veylthar Dragon values control—never chaos—and will collapse the battlefield into total darkness before ever allowing its own form to be fully seen.

Draconic Description

The cavern darkens—not from dimming light, but from light being consumed. Reflections linger a heartbeat too long on the polished obsidian walls, and then they begin to move without you. From the mirrored depths, something vast and sinuous detaches itself from the darkness.
  Its body is carved from black glass and liquid night, each scale glimmering with an iridescent sheen that shifts like oil across water—purple, green, and steel blue flickering in silence. Every movement leaves a faint afterimage, as though reality itself struggles to remember where it should be. Its wings unfurl like panes of broken mirrors stitched together by living shadow, each beat whispering a thousand fragmented voices.
  Where eyes should be, twin pools of reflected light gaze out—mirrors that show not your face, but your fear. Its horns curve backward like polished blades, and its claws drip with glass dust that melts into the stone. The dragon doesn’t breathe fire; instead, black flame coils from its mouth, devouring color and sound alike.
When it speaks, its voice comes from everywhere and nowhere, layered with echoes that arrive before the words themselves. The reflection of its maw opens a split second later than the real one, and for that heartbeat, you swear there are two dragons—one in the world, and one inside every surface around you.   The Ancient Veylthar Dragon, also called the Ebon Reflection or The Shade Sovereign, is a creature of perfect secrecy and fear. It dwells within the Umbral Caves of Ebonreach, where eternal black flames cast no light. Veylthar dragons do not hoard gold — they hoard secrets, each trapped within panes of shadowglass.
When a creature gazes too long upon its obsidian form, their reflection lives on — even if they don’t.
 

Humaniod Description

When the Ancient Veylthar Dragon assumes a humanoid guise, it most often appears as The Mirror Sovereign — an androgynous, regal figure of living glass and shadow. The being’s flesh resembles smoky obsidian, veined with subtle iridescent light that pulses like a heartbeat beneath the surface. Its movements are unnaturally smooth — each gesture leaving a faint echo-trace in the air, like the afterimage of a candle flame.
  Its hair appears to float and refract like black silk submerged in water, occasionally flickering into shards of reflective glass that dissolve into mist. The eyes are perfectly mirrored — not silver, but deep enough that looking into them feels like staring through one’s own reflection into something waiting behind it. Those who meet its gaze see brief flashes of themselves in shadow — older, younger, or afraid — a subconscious reflection of their truest self.
  Its attire depends on the culture it infiltrates, but always carries symmetry and silence — high collars, flowing cloaks that blend into the air, and ornamentation that doubles as mirrors or polished obsidian. When it walks, its footsteps make no sound; the reflections in nearby glass subtly move a heartbeat out of sync, betraying its nature to those attuned to illusion or divination.
  In conversation, the Mirror Sovereign speaks softly, each word slightly delayed by its echo — as though two voices, one real and one reflected, speak in perfect harmony. When amused, mirrors within 30 feet shimmer faintly, showing the faint image of a dragon’s silhouette moving behind the humanoid’s frame.

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