Huge Dragon, Chaotic Evil
Armor Class 21 (natural armor)
Hit Points 310 (19d12 + 140)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
27 (+8)
DEX
14 (+2)
CON
25 (+7)
INT
16 (+3)
WIS
15 (+2)
CHA
24 (+7)
Saving Throws DEX +8, CON +13, WIS +8, CHA +13
Skills Insight +8, Perception +14, Persuasion +13, Stealth +8
Damage Immunities Fire, Necrotic
Condition Immunities Charmed, Frightened, Grappled
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 24
Languages Common, Draconic
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

In-between Death. Does not need air.

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

Life Siphon (1/day). When hp is reduced to 0, tendrils shoot out of the body attacking any creature in a 30 ft radius. DC  21 Dex saving throw for 6d10 necrotic or half as much on a successful one. Heals for the amount of damage inflicted.

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: 19 (2d10 + 8) piercing damage.

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) 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 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.

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.

NecroFire Breath. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 84 (12d12) fire/necrotic damage on a failed save, or half as much damage on a successful one.

Weakening Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.

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.

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 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.

Blood Wave (Costs 2 Actions) - The Blood Dragon rakes its claws across the ground and conjures a wave of blood with a width of 10 ft and a length of 30 ft. Creatures must make a DC 21 Strength saving throw or take 2d6+8 necrotic damage and be knocked prone. The Blood Dragon heals for the amount of necrotic damage delt. Creatures take half has much damage and are not knocked prone on a success.

Ray of Corruption (Costs 2 Actions). - Shoots small, jagged ray of red light at a creature. Targets one limb at random 1d4.  DC 21 Charisma saving throw. Can only be cured by greater restoration or by severing the limb within a 12-hour period. Failure to do so will result in total domination of the creature until it is healed by a greater restoration spell.

Power Word: Pain Aura (Cost 3 Action) 1/day

Lair and Lair Actions

 

Blood Dragon's Lair Actions- 

Lair Action: Grasping Souls - All creatures that the Blood Dragon chooses must make a DC 16 strength saving throw. On a failure creature is restrained, on success nothing happens. Souls of the dead rise from the ground and latch onto effected creatures. They hear faint sobbing and saddened wails.

Habitat: ForestGrassland

gslightning27

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