Amphibious. Nurvureem can breathe air and water.
Legendary Resistance (3/Day). If Nurvureem fails a saving throw, it can choose to succeed instead.
Living Shadow. While in dim light or darkness, the dragon has resistance to damage that isn't force, psychic, or radiant.
Shadow Stealth. While in dim light or darkness, the dragon can take the Hide action as a bonus action.
Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack. Nurvureem can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit:17 (2d10 + 6) piercing damage plus 4 (1d8) necrotic damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit:13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit:15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of Nurvureem's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 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.
Shadow Breath (Recharge 5–6). Nurvureem exhales necrotic in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one.
Detect. Nurvureem makes a Wisdom (Perception) check.
Tail Attack. Nurvureem makes a tail attack.
Wing Attack (Costs 2 Actions). Nurvureem beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.