b'Drake, Elder Shadow \n'b'  Family:   Drake  \n'b'  Large   dragon ,  chaotic evil  \n'b'  Armor Class  16 (natural armor)  Hit Points  114 (12d10 + 48)  Speed  20 ft., fly 60 ft.\n'b' STATS STR: 22 (+6) DEX:  13 (+1)  CON:  18 (+4)  INT:  8 (-1)  WIS:  9 (-1)  CHA:  13 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +4,  Con  +7,  Cha  +4  Skills   Perception  +5,  Stealth  +7  Damage Vulnerabilities  radiant  Damage Immunities  cold  Senses   darkvision  120 ft., passive  Perception  15  Languages  Common, Draconic, Umbral  Challenge  7 (2,900 XP)  Proficiency Bonus  +3 \n'b' SPECIAL TRAITS \n'b'\n'b'  Shadow Sight . The drake has advantage on  Wisdom  (Perception) checks made while in dim light or darkness, and magical  darkness  doesn\xe2\x80\x99t impede the drake\xe2\x80\x99s  darkvision . \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The elder shadow drake makes one Bite attack and two Tail Slap attacks. \n'b'  Bite .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 17 (2d10 + 6) piercing damage. \n'b'  Tail Slap .  Melee Weapon Attack : +9 to hit, reach 10 ft., one target.  Hit : 15 (2d8 + 6) bludgeoning damage. \n'b'  Invisibility . The drake magically turns  invisible  until it attacks, uses Shadow Step, or starts its turn in sunlight, or until its concentration ends (as if concentrating on a spell). Any equipment the drake wears or carries is  invisible  with it. The drake must be in dim light or darkness to use this action. \n'b'  Stygian Breath (Recharge 5\xe2\x80\x936) . The elder shadow drake spits a ball of black liquid on a point the dragon can see within 60 feet of it. The ball bursts into a 20-foot-radius sphere of black mist centered on that point for 1 minute. Each creature in the mist when it appears must make a DC 15  Constitution  saving throw, taking 42 (12d6) cold damage on a failed save, or half as much damage on a successful one. The mist spreads around corners, and its area is magical  darkness . No natural light can illuminate the mist. If any of the mist overlaps with an area of light created by a spell of 1st level or lower, the spell creating the light is dispelled. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Shadow Step . The drake teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. The origin and destination spaces must be in dim light or darkness. \n'b'\n'b' ABOUT \n'b' A large dragon with black scales and shadowy wings emerges from the darkness. Its red eyes glare bright as coals, and it speaks in a deep monotone. \n'b'  Solitary Lairs . They haunt dark and lonely places, such as deep caves, dense forests, shadowy ruins, and many wild locations in the Plane of Shadow. They are long-lived for drakes, often reaching 250 years of age, and mate rarely, abandoning their eggs shortly before hatching. \n'b'  Fade Into Shadows . An elder shadow drake naturally fades from view in areas of dim light or darkness, becoming invisible until it attacks or is bathed in sunlight.'