Fly up to 8 spaces into the air and mark a 5×5 area within Reach 12. On the Nine Tails’ next turn, creatures in that area make a DC 13 DEX save, taking 3d10+15 shadow damage on a failure or half as much on a success. The Nine Tails then lands in or adjacent to the area, knocking adjacent enemies Prone.
(Prone creature, Reach 2) Move 6 3d10+10, 1 Wound.
(Reach 2) Move up to 6. During this movement, attack up to 2 different creatures dealing 1d10+10.
1d10+10 damage (min 6), and they are knocked back 3 and prone.
The dragon can move through occupied spaces.
At 100 HP The Nine Tails is bloodied, Shadow breath recharges.
At 0 HP, the Nine Tails is dying! It dies after taking 70 more damage. Until then, it creates a reach 3 aura of magical darkness centered on itself. Enemies in the darkness have disadvantage on attacks against the Nine Tails. After resolving an attack, the Nine Tails may move up to 3 spaces without triggering Opportunity Attacks.