Shapechanger. If the vampire isn’t in sunlight or running water, it can use its action to polymorph into a Huge cloud of mist, or back into its true form.
While in mist form, the Dragon can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 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 nonmagical damage, except the damage it takes from sunlight.
Legendary Resistance (3/Day). If the 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 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 dragon form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its dragon 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.
Vampire Weaknesses. The Dragon has the following flaws:
Forbiddance. The Dragon can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the dragon’s heart while the vampire is incapacitated in its resting place, the dragon is paralyzed until the stake is removed.
Sunlight Hypersensitivity. The dragon takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
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: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the dragon regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the Dragon’s control.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15 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 18 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.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Blood Breath. The dragon exhales an bloody blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) necrotic damage on a failed save, or half as much damage on a successful one.
Charming Breath. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the Dragon. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the Dragon’s bite attack.
The 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 dragon regains spent legendary actions at the start of its turn.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Lair and Lair Actions
Within a gold boarder wrapping around camellia play room are multiple blood diamonds of different colors. At the beginning of every round, the lair activates one of the stones. Each stone can only activate once. Once all blood stones has activated, the heart diamond (Kay’s Kiss) activates.
Red Diamond. The target loses invulnerability to the damage types of the triggering attack or spell, having resistance to them until the end of the Dragon's turn.
Blue Diamond. . The target must succeed on a Strength saving throw or have their speed be reduced to 0 and they can’t use reactions. At the end of each of its turns, the cursed creature can make another Strength saving throw. On a success, this curse ends.
White Diamond. a creature within 30 feet of you becomes poisoned. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the curse ends. On a fail, the target suffers 4d6 necrotic damage, and suffers this damage again every time it fails its Constitution saving throw to end this curse at the end of its turn.
Yellow Diamond. A creature in they playroom painfully swell until the end of your next turn. For the duration of this curse, the creature has disadvantage on Strength and Dexterity ability checks, and suffers 1d8 necrotic damage if it makes more than one melee or ranged attack during its turn. At the end of each of its turns, the cursed creature can make a Constitution saving throw. On a success, this curse ends.
Kay's Kiss Diamond. A creature within 30 feet of the master must succeed on a DC 17 Strength saving throw. If failed, the dragon takes control of the creature's blood. On the Creatures turn, The can move the creature up to 30 ft and forced them make one melee attack against a creature within reach. If no creatures are within reach, it makes a ranged attack against a random creature within range, throwing its weapon if necessary.
At the end of the creature's turn, they can make a DC 17 Strength saving throw. On a save, they gain control of their body. If failed, they take 1d6 force damage as their body gets yanked back .
At turn 20, the blood around the dragons lair starts to manipulate, the dragon may do one of the following (no action can be done twice in a row):
- The Blood attempts to drag a creature with. To the world of the undead. Target creature must make a DC 15 Dexterity save. On a fail, the creature is restrained. They can use an action to try to escape with a DC 15 Strength Save. If the creature is still restrained by the end of the round, They are dragged halfway into a puddle of plug. The creature is now considered grappled. If they are grappled by the end of the next round. They are sucked into the world of the undead and dies.
- The pools of blood spikes all around, each creature on the ground must make a DC 17 Dexterity Save. Take 8(4d4) piercing damage. Until the end of the round, the battle field is considered Difficult Terrain.
- Blood begin to wrap and harden around the dragon. Until the end of the turn, the dragon AC increase by 3 and they receive 2d10 temporary hit points. The dragons AC drops as soon as all of her Temp HP is gone.
Comments