Gargantuan Dragon, Unaligned
Armor Class 22 (natural armor)
Hit Points 386 (22d20 + 154)
Speed 40 ft., Burrow 40 ft., Fly 60 ft.
STR
25 (+7)
DEX
18 (+4)
CON
25 (+7)
INT
10 (+0)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws STR +14, DEX +11, CON +14
Skills Acrobatics +15, Perception +9, Stealth +15
Damage Resistances Cold, Fire; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Acid, Lightning, Poison
Senses Blindsight 120 ft., Passive Perception 22
Languages Draconic Understands but can't speak Can understand, but not speak
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

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

Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.

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

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: +14 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) piercing damage plus 11 (2d10) lightning damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 12 (2d4 + 7) slashing damage and 6 (1d10) acid damage.

Tail (Unusable While Flying). Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 13 (1d10 + 7) bludgeoning damage and 28 (8d6) acid damage.

Frightful Presence. Each creature of the blood dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 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 blood dragon’s Frightful Presence for the next 24 hours.

Charged Slime Breath (Recharge 5–6). The dragon expels a spray of blood ooze in its choice of a 90-foot line or 45-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 35 (10d6) lightning damage and 35 (10d6) acid damage while being pulled up to 45 feet towards the dragon. On a successful saving throw the creature takes half as much damage and isn't pulled.

Bonus Actions

Amorphous Frame. The blood dragon has form due to the ooze believing it is still a living creature, flowing around the skeleton like blood. The ooze can use its bonus action to manipulate its form in two ways; spreading across the wings to access fly speed that sacrifices its tail while gaining half cover, or covering the body and limbs sacrificing wings for a tail.

Legendary Actions

The blood 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 blood dragon regains spent legendary actions at the start of its turn.

Siphon Arcane. The blood dragon absorbs magical essence within 30 feet of it: Each magic item within this range gives it 5 temporary hit points. Conjured creatures (summoning spells that label the creatures as spirits such as conjure animals) have their max hit points reduced by half rounded down, the amount lost included in the amount of temporary hit points.

Tail Attack (Unusable While Flying). The blood dragon makes a tail attack.

Pseudopod. The dragonblood of the creature makes a pseudopod attack. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 28 (8d6) acid damage. If the target is a Huge or smaller creature, it is grappled (escape DC 22). Until this grapple ends the target is considered restrained and suffers 14 (4d6) acid damage at the start of each of its turns.

Unstable Essence (Costs 2 Actions). The Dragon's blood erupts violently around it; each creature within 15 feet must succeed a DC 24 Dexterity saving throw or suffer 11 (2d10) and 11 (2d10) damage, becoming restrained until the end of the Dragon's next turn.

Mythic Actions

 

Description

Dragonblood Oozes that have been continuously experimented on, and sustained with powerful rituals and magics, can begin to emulate the might of the dragons from which they came. Very rarely, with enough arcane influence and growth these oozes begin to act like the very dragons they were once a part of, driven by instinct or perhaps a newfound state of conscious. These creatures will gather bones and bodies of its victims, perhaps even the uncovered skeleton of a dragon itself, and piece together a macabre puppet in which it flows like the blood it was borne from.

Lair and 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:

  • Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
  • The clash of lingering arcane energy and static buildup causes an electric surge. Each creature within the lair must succeed on a DC 15 Constitution saving throw or be paralyzed 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.
  • Lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.

Previous Versions

Name Date Modified Views Adds Version Actions
6/1/2023 4:42:57 AM
16
1
Blue Dragon Ancestry
Coming Soon

Monster Tags: Cult of the Dragon

Habitat: DesertMountainUnderdark

Joxac

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