Gargantuan Dragon, Any Chaotic Alignment
Armor Class 22 (natural armor)
Hit Points 546 (28d20 + 252)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
30 (+10)
DEX
14 (+2)
CON
29 (+9)
INT
18 (+4)
WIS
17 (+3)
CHA
28 (+9)
Saving Throws DEX +9, CON +16, WIS +10, CHA +16
Skills Perception +17, Stealth +9
Damage Resistances Bludgeoning
Damage Immunities Acid, Fire, Necrotic, Poison
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages Doesn't speak in any known language.
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Amphibious. The dragon can breathe air, water and blood.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) 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 24 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 

Bloody Breath. The dragon exhales misty blood in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or have disadvantage on all attack rolls, all ability checks, and saving throws for 1 minute, as well as the poisoned effect for the next 2d10 days. A creature can repeat the saving throw at the end of each of its turns, ending the disadvantages on itself on a success.

 

Reactions

If the blood dragon is hit a melee attack it can choose to absorb the weapon by rolling a DC 10 CON check. If it does the attack does half damage and the creature attacking must make DC 17 STR check to remove the weapon. If the attack was an unarmed strike whatever body part was used to attack is stuck and cannot be used until it is unstuck, also the creature cannot move away from the body part without removing it until it is unstuck.

Legendary Actions

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.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

The blood dragon was created using Hemocraft magic. Whatever reason the mages who created it had for making such a thing they are long gone and all that is left is this fearsome weapon. It is a boney, spiny dragon that is thin with large fleshy wings and rotting pink flesh laced with veins. Under the skin, visible threw the holes and tears, is a dark red substance like clotted blood.

Lair and Lair Actions

A Blood Dragons

Blood dragons typically stay near where they were created no matter how destroyed it gets.

Lair Actions

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 dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
  • One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a nightmare plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon’s. If the creature wins, it escapes the nightmare plane. If the creature looses it takes 5d8 psychic damage. The effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.

Regional Effects

The region containing a legendary gold dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon’s lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.
  • Banks of beautiful, opalescent mist manifest within 6 miles of the dragon’s lair. The mist doesn’t obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non-evil creatures in the mist, warning such creatures of the danger.
  • Gems and pearls within 1 mile of the dragon’s lair sparkle and gleam, shedding dim light in a 5-foot radius.

If the dragon dies, these effects end immediately.

Previous Versions

Name Date Modified Views Adds Version Actions
9/30/2021 11:26:14 PM
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Habitat: ForestGrassland

Aelixya

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