Shapechanger. If the Vampire Dragon isn't in sunlight or running water, it can polymorph into its original form and back into its true dragon form when ever it desires as a bonus action, maintaining the same hit points in either form. It can also use an action to polymorph into a large cloud of mist from either form.
While in mist form, the vampire dragon can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 40 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all damage, except for radiant damage and direct sunlight.
Legendary Resistance (3/Day). If the vampire dragon fails a saving throw, it can choose to succeed instead.
Misty Escape. When it drops to 0 hit points outside its resting place, the vampire dragon transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn’t in sunlight or running water. If it can’t transform, it is destroyed.
While it has 0 hit points in mist form, it can’t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
Enhanced Regeneration. The Vampire Dragon regains 40 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the Vampire Dragon takes radiant damage or damage from holy water, this trait doesn’t function at the start of the Vampire Dragon's next turn.
Spider Climb. The Vampire Dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Multiattack. The Vampire Dragon makes 3 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 9 (2d8) acid damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Shadow Step. When the Vampire Dragon is in dim light or darkness, in place of one of the Vampire Dragon's attacks, it can teleport up to 60 feet to an unoccupied space you it see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the Vampire 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.
Acid Breath (Recharge 5–6). The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.
Shadow Breath (Recharge 5–6). The Vampire Dragon exhales necrotic shadow in a 60-foot cone. Each creature in that cone must make a DC 22 Dexterity saving throw, taking 90 (20d8) necrotic damage on a failed save, or half as much damage on a successful one.
The Vampire 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 Vampire Dragon regains spent legendary actions at the start of its turn.
Detect. The Vampire Dragon makes a Wisdom (Perception) check.
Tail Attack. The Vampire Dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The Vampire Dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The Vampire Dragon can then fly up to half its flying speed.
Lair and Lair Actions
A Vampire Dragon’s Lair
A vampire dragon chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.
Regional Effects
The region surrounding a vampire dragon's lair is warped by the creature’s unnatural presence, creating any of the following effects:
- There’s a noticeable increase in the populations of bats, rats, reptiles, and wolves in the region.
- Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
- Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
- A creeping fog clings to the ground within 500 feet of the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
If the Vampire Dragon is destroyed, these effects end after 2d6 days.
Comments