Huge Dragon, Neutral Evil
Armor Class 20 Natural Armor
Hit Points 341 (22d12 + 198)
Speed 50 ft., Fly 120 ft., Swim 80 ft.
STR
23 (+6)
DEX
10 (+0)
CON
29 (+9)
INT
14 (+2)
WIS
15 (+2)
CHA
13 (+1)
Saving Throws DEX +5, CON +14, CHA +6
Skills Athletics +22, Insight +8, Perception +14, Stealth +8
Damage Immunities Fire, Poison
Condition Immunities Paralyzed, Poisoned, Stunned
Senses Darkvision 120, Tremorsense 60, Passive Perception 18
Languages Common, Draconic
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits
Immunities. Blood dragons are immune to being put to sleep or polymorphed. In ooze form it has immunity to being grappled or restrained.
Water Breathing. A blood dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Ooze Form. As a standard action, a juvenile or older blood dragon can transform into an ooze form of itself. In the ooze form, it is blind, but it gains blindsight 120 ft, and can squeeze through small cracks as small as 1 inch wide. It gains a number of slam attacks equal to the number of natural attacks it has, with the same damage as its claw attacks. In ooze form, it does not need to breathe. It can exist in this form indefinitely, reverting as a standard action.
Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks, using breath weapon, bite, then blood drain if grappled. 

Breath Weapon. (Recharge 5–6) A 60ft. cone of biohazardous slime. It deals 48 (12d8) necrotic damage against any organic substance (including outsiders and undead) but not inorganic materials (such as most elementals or constructs). It is a Constitution save (DC 19) instead of a Dexterity save to halve the damage and negate the disease.

Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage. 

Hit creature must make a DC 22 Strength check on a successful bite or be grappled. 

If creature is grappled for two successive turns, creature must make a DC 18 CON save or have its blood infected. Infected blood deals one point of exhaustion each time the save is failed. 

Blood Drain. A creature grappled by the blood dragon takes damage equal to its bite attack, and it is drained of precious blood. The target must make a Constitution save of 10 or lose 1d4 points of Strength (reset on long rest). For every point of Str damage it deals, the dragon gains 5 hp (if this puts it over its maximum hp, it gains them as stacking temporary hit points that vanish after an hour, up to double its normal hit points).

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.

 

Reactions

Absorb elements. Dragon may cast Absorb Elements as a reaction 3 times per day. 

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.

Bite. The dragon makes a standard bite 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 18 (2d8 + 6)  bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

CC3002

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