Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Shadow of Death. Any humanoid with 2 or fewer hit dice that starts its turn within 30ft of the dragon dies.
Godslayer's Blessing. The dragon has advantage on saving throws against spells and magical effects.
Regenerate. The dragon regains 10 hit points at the start of each of its turns if it is not in direct sunlight or over running water. If it takes radiant damage or damage from holy water, this ability does not function at the start of its next turn.
Bound by Fate, Bound by Blood. If the dragon's master is killed, the dragon dies, and cannot be resurrected by any means, even divine intervention, while its master is dead.
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: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) piercing damage plus 10 (3d6) necrotic damage. On a hit, the target must expend a roll of one of its hit dice, and the dragon regains hit points equal to the result plus the target's Constitution modifier. If the target has no remaining hit dice to expend, it gains one level of exhaustion.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) slashing 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.
Sanguine Breath (Recharge 5–6). The dragon exhales a torrent of blood in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) necrotic damage on a failed save, or half as much damage on a successful one. Any humanoid killed by the dragon's Sanguine Breath rises as a Zombie under the dragon's control.
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.
Foul Mustering (Costs 3 Actions). The dragon calls out to the blood of the nearby recently dead. Any number of humanoid corpses of the dragon's choice within 30ft that have died in the last 24 hours rise as Zombies under the dragon's control. Any humanoid corpse that had at least 5 hit dice in life instead rises as a Vampire Spawn.
Description
The iron odor of fresh blood surrounds the vampire dragon, whose sleek onyx and crimson scales are impossibly beautiful. Its eyes are blood red pools, and its long tail ends in a long scythe.
Lair and Lair Actions
The Vampire Dragon's Lair
The Vampire Dragon of Bathoire exists only to serve its master and namesake, the vain and cruel Duke Jacquest, and does so unquestioningly and unfailingly. No power can compel it to act against its master's wishes, and it heeds neither offers of bribery, nor pleas for mercy.
When not ranging abroad to further Jacquest's accrual of subjects, it slumbers, coiled around the tower in Nov Ostoya where the Duke's throne sits. Its fate and power are intertwined with that of its master, and its Lair extends throughout the Ducal Palace and surrounding bailey, although not throughout the entire vampire lands.
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:
- Skeletal hands erupt in a 20ft square centred on a point on the ground the dragon can see within 120 ft of it. Each creature in the area must make a DC 15 Dexterity saving throw, taking 14 (4d6) slashing damage on a failed save, or half as much damage on a successful one. On a failed save, the target is restrained until the end of their next turn.
- A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- Vampire bats erupt from eaves and attics and form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be blinded until the end of its turn. While poisoned in this way, a creature's speed is reduced to 0.
Regional Effects
The region containing the vampire dragon’s lair is warped by the dragon’s magic, which creates the following effects:
- Water sources within 10 miles of the lair taste of iron. Any humanoid that drinks one pint of fresh human blood gains the effects of a Potion of Healing. Each time it does so, it has a cumulative 5% chance of transforming into a Vampire Spawn under the control of Duke Jacquest.
- The land in a 100 mile radius around the lair is permanently overcast and grim, and is treated as being in dim light. Creatures with the Sunlight Senstivity or Sunlight Hypersensitivity traits do not suffer the ill effects of these traits within this area.
- Humanoids that complete a long rest within 1 mile of the lair must succeed on a DC17 Wisdom saving throw or become Charmed by the dragon and its master for 24 hours. A Remove Curse spell can end this effect early.
If the dragon dies, these effects fade over the course of 1d10 days.
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