Huge Dragon, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 256 (107d4)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
16 (+3)
WIS
13 (+1)
CHA
21 (+5)
Saving Throws CON +10, WIS +4, CHA +8
Skills Intimidation +13, Perception +13, Stealth +6
Damage Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Common, Draconic, Primordial
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Legendary Resistance (3/Day). If the blood 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: 1 d6+14;{"diceNotation":"1d20+4","to hit. reach 10 ft., one target. 

Claw. Melee Weapon Attack: 2d8+14;{"diceNotation":"1d20+14","rollType":"to hit","rollAction":"Claw"} 1d20 to hit, reach 5 ft., one target. Hit: 1 d20 (2d6 + 8);

Tail. Melee Weapon Attack: 1d8+14; diceNotation: 1d20+14","rollType":"to hit","rollAction":"Tail"}[/rollable] 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 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.

Fire Breath (Recharge 5–6). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (4d6) fire damage on a failed save, or half as much damage on a successful one.

Bonus Actions

fire breath

Reactions

1 attack

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 10 feet of the dragon must succeed on a DC 22 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.

Description

The blood dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry.

Lair and Lair Actions

A blood Dragon’s Lair

blood dragons lair in rocky desert fields, dwelling in caverns under mountains, or within the deep halls of abandoned mines and dwarven strongholds. Caves gold or jewls are the most highly prized blood dragon lairs, for blood dragons are greedy beasts

With its hoard well protected deep within the lair, a blood dragon spends as much of its time outside the mountain as in it. For a blood dragon, the great heights of the world are the throne from which it can look out to survey all it controls—and the wider world it seeks to control.

Throughout the lair complex, servants erect monuments to the dragon’s power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.

 

Habitat: DesertMountain

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