Gargantuan Dragon (Devil), Chaotic Evil
Armor Class 26 (natural armor)
Hit Points 385 (10d12 + 265)
Speed 70 ft., Fly 60 ft., Swim 80 ft. only in blood
STR
20 (+5)
DEX
18 (+4)
CON
20 (+5)
INT
9 (-1)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws STR +12, DEX +11, CON +12
Skills Intimidation +10, Perception +16, Stealth +9
Damage Vulnerabilities Cold, Lightning
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Acid, Fire, Force; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Deafened, Exhaustion, Frightened, Grappled
Senses Blindsight 60 ft., Tremorsense 200ft, Passive Perception 26
Languages Abyssal, Common, Deep Speech, Draconic, Infernal
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Amphibious. The dragon can breathe air and Water.

Keen Smell. The Blood Dragon has advantage on Wisdom (Perception) checks that rely on smell.

Blood Camouflage. The Blood Dragon has advantage on Dexterity (Stealth) checks made while underwater that's red

Falses Appearance. The Blood Dragon looks to have eye and ears but those are fake the Dragon is blind and deaf and realize on movement and smell

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

Shattered Mind. If any creature that tries to use a spell to enter its mind or control it in some mental way that creature must make a DC 23 Wisdom save or take 3d10 physic damage.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes four attacks: one with its bite and three with its claws.

Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 19 (4d10 + 8) piercing damage plus 9 (2d8) acid damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 15 (4d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +16 to hit, reach 20 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 21 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.

Blood 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 24 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Main Ingredient: The Dragon will absorb the blood from all creatures dead or alive in a 40ft radius Creatures that are alive must make a constitution save of 24 for loose 26 HP and gain 2 exhaustion. The Dragon will gain 8d8 of health back (Can use Main Ingredient once on a corpse).

Underwater predator: If a creature is unknowingly walking or looking into a pool of blood where the blood dragon is hiding it would attack on sight dealing 6d10 Piercing and it is counted as a surprised attack. If the creature is investigating the red waters, they would have a Dexterity save of 21. If the save was a success the creature takes half.

Reactions

Not a solid form: Creatures in 10ft square of the creature must make a Dexterity 25 saving throw or be grappled by its liquid claws becoming restrained and begins drowning. Creature must add their Constitution + 1 to see how long they can hold their breath. The creature can make a strength save to break from its retainment or dealing 25 or more damage in one turn to fall out.

Mythic Actions

The dragon can take 3 Mythic actions, choosing from the options below. Only one Mythic 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.

Smell. 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 23 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

Bound by another's will the blood dragon is held together by magic. There is no solid form only blood and shrapnel's arounds it mouth and claws: With every step, blood puddles leave in its wake. Its spine coming out of its liquids body made of shrapnel all the way down its tail; shrapnel would line its arm to its elbow, and sharp pieces of shrapnel lining its mouth. Blood would drip from its mouth and on to the ground. With the mind of a devil the blood dragon shows no fear and has only one job. Hunt down its single target.

Lair and Lair Actions

Blood Dragon dwells in the area where it broke out. They are littered with the blood from its user and random pieces of shrapnel. It hungers for its next kill and where it has spawn is now its new layer. It will kill anything that tries to stop it from killing its target. 

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:

  • Pools of Blood that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 19 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
  • A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 19 Constitution saving throw, taking 10 (3d10) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d10) piercing damage.
  • Red tinted magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Regional Effects

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

  • The land within 4 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the land is thick with reeking blood.
  • Water sources within 1 mile of the lair are supernaturally fouled, turn a red, and taste like blood. Enemies of the dragon that drink such water regurgitate it within minutes.
    Fog lightly obscures the land within 6 miles of the lair.

If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days.

Habitat: CoastalDesertForestGrasslandHillMountainSwampUnderdarkUrban

Riiswalker

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