Legendary Resistance (3/Day). If the Blood Dragon fails a saving throw, it can choose to succeed instead.
Blood Bind. Any creature within 60 ft of the Blood Dragon that can see it must make a wisdom saving throw. On success, the creature is immune to this effect for the next 24 hours. On failure, the effected creature cannot regain hit points or spell slots after a short or long rest. The effected creature takes 1d6 + 2 Necrotic damage per day. This effect ends when the Blood Dragon dies.
Awakening. When the Blood Dragon drops to zero hit points for the first time in 7 days, restore its hit points to full. It gains 50 temporary hit points and resistance to Piercing, Slashing, and Bludgeoning from Nonmagical Attacks. These effects fade after 1d6 +3 days.
Roar of Fury. When this creature enters its awakened state, activate this ability. All creatures within a 60ft radius must make a must make a Constitution and Wisdom saving throw. Consult the table below.
| Roll | Con | Wis |
|---|---|---|
| 23+ | 0 Damage | 0 Psychic Damage |
| 22 - 19 | 2 Damage (2 Fire) | 1 Psychic Damage |
| 18 - 16 | 4 Damage (3 Fire, 1 Necrotic) | 2 Psychic Damage |
| 15 - 13 | 5 Damage (3 Fire, 2 Necrotic) | 3 Psychic Damage |
| 12 - 9 | 9 Damage (4 Fire, 3 Necrotic, 2 Thunder) | 5 Psychic Damage |
| 8 - 5 | 12 Damage (6 Fire, 4 Necrotic, 2 Thunder) | 8 Psychic Damage |
| 4-2 | 16 Damage (7 Fire, 5 Necrotic, 4 Thunder) | 10 Psychic Damage |
| 1* | 21 Damage (9 Fire, 7 Necrotic, 5 Thunder) |
14 Psychic Damage |
*Note: If a Natural 1 is rolled, the creature will take max damage, regardless of bonuses.
Regeneration. The Blood Dragon regains 10 hit points at the start of its turn. This ability only functions if the Blood Dragon is awakened.
Multiattack. The Blood Dragon makes 3 attacks. Two with its Claws and One with its Bite or One with its Tail.
Claw. Melee Weapon Attack: +5 to hit, reach 10 ft. Hit: 13 (3d6 + 4) Slashing damage. The target must make a DC 17 CON Saving throw or take 7 (1d6 + 4) Necrotic damage.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft. Hit: 16 (3d8 + 4) Slashing damage. The target must make a DC 20 CON Saving throw or take 10 (3d4 + 4) Necrotic damage.
Tail Whip. Melee Weapon Attack: +8 to hit. Hits all creatures in a 20ft radius. Hit: 7 (2d6 + 1) Bludgeoning damage damage. Target must make a DC 16 DEX Saving throw. Being knocked back 40ft on a failed save or half as much on a successful one.
Lifesteal Breath. The dragon exhales red energy in a 60-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or take 14 (2d10 + 4) Necrotic Damage or half as much on a success.The Blood Dragon regains hit points equal to the damage dealt unless the target creature succeed the CON save.
Blood Bullet (Awakened). The Blood Dragon fires 3 magical bullets. Ranged Weapon Attack: +6 to hit, range 20/60 ft., three targets. Hit: 14 (2d10 + 4) Slashing damage. The target must make a DC 17 CON Saving throw or take 10 (3d4 + 4) Necrotic damage. The Blood Dragon regains hit points equal to the damage dealt unless the target creature succeed the CON save.
Damage Reverse (3/Day). This ability can be activated when this creature is targeted by an attack. The Blood Dragon chooses a creature it can see. For the next round any damage dealt to the dragon is also dealt to the targeted creature.
The Blood Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The tarrasque regains spent legendary actions at the start of its turn.
Powerful Detect. The Blood Dragon makes a Wisdom (Perception) Check with Advantage.Description
"This beast is no match for our army. We will pierce its hide with our spears! Move forth with courage my men! Victory is nigh!"
Blood Dragons are truly horrific creatures. They are similar to black dragons, but do not naturally have scales. Instead, they excrete a bloody mucus that eventually coagulates to form natural body armor. This mucus also rejuvenates them, allowing them to fight much longer than any other dragon. There are no known instances of a blood dragon being killed. Through the notes of those who survived attempting to kill one of these beasts, It is known that in dire circumstances they can enter a powerful state. When they enter this state, all of their wounds are rejuvenated and their bloody armor is hardened.
Lair and Lair Actions
Blood dragons nest in deep mountain caves or hollows dug into muddy swamps. Unlike other dragons, they do not hoard wealth. Instead they gather trophies from the strongest creatures they have killed. Their lairs are made up of two parts, A large entrance cave, Designed with as an arena with as many traps and pitfalls as possible to kill intruders and A small inner cave, Designed for hibernation and nesting.
Lair Actions
On initiative count 20 (losing initiative ties), the Blood Dragon takes a lair action to cause one of the following effects; the Blood Dragon can’t use the same effect two rounds in a row:
- The Blood Dragon reanimates the trophy's of its former kills. It summons 1d4 + 2 skeletons or 2 Minotaur Skeletons.
- The Blood Dragon causes blood to rain from the ceiling. All creatures in the dragons lair must make a DC 16 wisdom saving throw or become frightened for 1d4 rounds and take 1d4 psychic damage. If a creature rolls a natural 1 for this save it must roll on the short-term madness table.
- The Dragon may activate a Dangerous trap (Described in chapter 15 of Basic Rules) where any creature stands on the ground. If the targeted creature(s) successfully escape the trap, It cannot be activated again.
Regional Effects
The region containing a Blood Dragon’s lair is withered, which creates one or more of the following effects:
- All plant life withers and dies
- Cattle and other livestock become ill and produce inviable offspring
- Water in rain, rivers or lakes becomes blood red.
If the Blood Dragon dies, these effects fade over the course of 1d4+2 days.
Comments