Planeshift Tarkir
Spellcasting. The dragon's spellcasting ability is Intelligence (spell save DC 20, +14 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
Amphibious. The creature can breathe air and water.
Grave Strength. Undead creatures within 30 feet of the dragon gain a +5 bonus to attack and damage rolls. When any other creature that isn't undead or a construct starts its turn within 30 feet of the dragon, that creature must succeed on a DC 22 Constitution saving throw or take 14 (4d6) necrotic damage. If a a creature's saving throw is successful, the creature is immune to the dragon's Grave Strength for the next 24 hours.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) acid damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 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 the dragon's Frightful Presence for the next 24 hours.
Death Wind (Recharge 5-6). The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 22 Constitution saving throw. On a failed save, a creature takes 35 (10d6) poison damage and is poisoned for 1 minute. While poisoned in this way, the creature can't regain hit points. On a successful save, the creature takes half as much damage and isn't poisoned.
A humanoid reduced to 0 hit points by this damage dies and rises at the start of the dragons's next turn as a zombie. The zombie acts immediately after the dragon in the initiative count and is permanently under her command, following her verbal orders.
Feed on Death. When any creature that isn't undead or a construct drops to 0 hit points within 30 ft of the dragon, the dragon gains 16 (3d10) temporary hit points.
The dragon 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. The dragon regains spent legendary actions at the start of its turn.
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:
The region containing a necromaster dragon's lair is warped by its magic, creating one or more of the following effects:
Environment. Jungle, Swamp, Urban