Gargantuan Dragon, Chaotic Evil
Armor Class 22 (natural armor)
Hit Points 444 (24d20 + 192)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
29 (+9)
DEX
10 (+0)
CON
27 (+8)
INT
18 (+4)
WIS
17 (+3)
CHA
21 (+5)
Saving Throws DEX +8, CON +16, WIS +11, CHA +13
Skills Insight +10, Perception +10, Stealth +7
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Lightning
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages Common, Draconic
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

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

Regeneration. The dragon regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the dragon takes radiant damage or damage from holy water, this trait doesn't function at the start of the dragon's next turn.

Vampire Weakness. The dragon has the following flaws.

Harmed By Running Water. The dragon 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 dragon is incapacitated in its resting place, the dragon is paralyzed until the stake is removed.

Spider Climb. The Dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 

Living Shadow. While in dim light or darkness, the dragon has resistance to damage that isn't force, psychic, or radiant

Shadow Stealth. While in dim light or darkness, the dragon can take the hide action as a bonus action.

Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as wisdom (perception) checks that rely on sight. The dragon takes 20 radiant damage when it starts its turn in sunlight.

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: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 13 (3d8) necrotic damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) 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 20 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.

Shadow Breath. The Dragon-exhales shadowy fire in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 56 (16d6) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the Dragon's control. 

Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

 If the dragon isn't in sun light or running water, it can use its action to polymorph into a Large cloud of red 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 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 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

      The unholy meeting of a Shadow Dragon and a Vampire Dragon results in this creature. Calculative, highly intelligent, and dangerous.  The Dark red shadows that flow from their bodies is a means to control their foes. It has a dangerous effect on any who fall prey to it, changing them into horrific crimson versions of themselves under the Dragon's control.

      The Vampiric Shadow Dragon that have existed in the past prefer to call themselves Crimson-Shade Dragons. While when a Vampiric Dragon feeds on a dragon that is not yet an adult will result in a zombie dragon, when a Crimson Shade Dragon does so, the result is a vicious creature refereed to as a dragon that is more similar to a ghoul than a zombie. Such a dragon will resemble a rotting version of whatever dragon it was in life, but will have ruined rotting scales, deep red accents, protruding teeth, a long tongue, and truly wicked claws. 

      There has only been tell of two or three Crimson-Shade Dragons in history, and they are only regarded as legends nowadays. They are technically of undead nature but require large amounts of blood to survive. They do not require rest, air, normal food or drink. 

Lair and Lair Actions

A Crimson-Shade Dragon’s Lair

A Crimson-Shade dragon lairs in any place where it may hide from the light of the sun, such as swamps, old castles, catacombs, and caves. They will reconstruct the area to look beautiful and dark, having a savage elegance to it. They may take large ships, buildings, and structure and make them a part of the architecture of their lairs. 

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • The dragon creates a thick crimson fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round. creatures in the fog must roll a roll a d20 + constitution against exhaustion every round. A roll below 10 will result in one point of exhaustion.
    • Creatures that die in this fog will be resurrected as vicious crimson colored versions of themselves that will be under the Dragon's control. 
  • A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 (1d10) thunder damage and be deafened until the end of its next turn.

Regional Effects

The region containing a legendary bronze dragon’s lair is warped by the dragon’s magic.

  • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
  • A light fog with a red hue may cover the area within 6 miles of the dragon's lair during night time. While the fog is there, vicious crimson versions of creatures found in the area can be found. 
  • Plants within 6 miles of the dragon’s lair take on a sickly appearance, seemingly between over ripe and rotting. Any flowers that bloom within this area will be a bright crimson and have an alluring scent. Underwater plants will become extremely slimy. 
  • Within its lair, the dragon can set illusory sounds, such as soft music, strange echoes, distant wind, and the sound of footsteps and whispering, so that they can be heard in various parts of the lair.
  • animals and monsters that have not been changed by the Crimson fog will avoid the area surrounding the dragon's lair. 

If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days. Any creatures that have been transformed into crimson beasts will remain so. 

Monster Tags: undead

Artiegamer13

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