Large Dragon, Typically Chaotic Neutral
Armor Class 17 (natural armor)
Hit Points 127 (17d10 + 34)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR
17 (+3)
DEX
12 (+1)
CON
15 (+2)
INT
16 (+3)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws DEX +4, CON +5, WIS +5, CHA +6
Skills Intimidation +9, Perception +8, Stealth +4
Damage Resistances Cold, Necrotic
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 18
Languages Common, Draconic, Telepathy 120 ft.
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Amphibious. The dragon can breathe both air and water.

 

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

Dragon Weaknesses. The Dragon has the following flaws:

Forbiddance. The dragon can’t enter a residence without an invitation from one of the occupants.

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.

Sunlight Hypersensitivity. The dragon takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack. The dragon makes one Bite attack and two Claw attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) piercing damage plus 3 (1d6) necrotic damage.

 

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Blood Breath (Recharge 5–6). The dragon exhales reddish necrotic energy in a 30-foot cone. Each creature in that area must make a DC 13 Constitution saving throw. On a failed save, the creature takes 28 (8d6) necrotic damage and the target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the dragon regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the dragon’s control.

Charm. The dragon targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 13 Wisdom saving throw against this magic or be charmed by the dragon. The charmed target regards the dragon as a trusted friend to be heeded and protected. Although the target isn’t under the dragon’s control, it takes the dragon’s requests or actions in the most favorable way it can, and it is a willing target for the dragon’s bite attack.

Each time the dragon or the dragon’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dragon is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

 

Description

Natives of Umbarra, these dragons are outside the natural dragons, having been a creation of the dark elves and the blood god. Wyrmling's are typically pure black to hide better before growing and gaining the red horns and belly. As the dragon grows older it gains more abilities akin to a vampire, as well as their weaknesses. 

Habitat: Urban

WilliamTaylor7652

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