Bleeding Body.
A creature that attacks the dragon within 5 feet of it is sprayed with a burst of blood. The target must succeed on a DC 21 Constitution saving throw or become poisoned until the end of its next turn.
Blood Drinker.
When the dragon kills a creature with a vascular system, it immediately absorbs its blood. The dragon gains 20 temporary hit points and gains advantage on its attack rolls for the next 1 minute.
Blood Form.
The dragon can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Blood Magic Immunity.
The dragon cannot be affected by spells of the blood magic subschool unless it wishes to be, and has advantage on saving throws made to resist the effects of necromancy spells.
Bloodied Grappler.
The dragon can grapple up to 10 targets, blood sloughing off from its form to wrap around these targets. For each target it is grappling beyond the first, the dragon's AC decreases by 1.
Legendary Resistance (3/Day).
If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack.
The dragon makes one Bite attack and one Claws attack, it can make one Drain attack (if it is grappling another creature), and it can use its Frightful Presence.
Bite.
Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
Hit: 18 (2d10 + 7) Piercing damage plus 5 (1d10) Necrotic damage. Tendrils of blood burst forth from the dragon's mouth. If the target is Large or smaller the dragon can grapple it. The target must succeed on a DC 22 Strength saving throw or be grappled by the dragon.
Claws.
Melee Weapon Attack: +14 to hit, reach 5 ft., one target.
Hit: 14 (2d6 + 7) Slashing damage. Tendrils of blood burst forth from the dragon's claws. If the target is Large or smaller the dragon can grapple it. The target must succeed on a DC 22 Strength saving throw or be grappled by the dragon.
Drain.
Melee Weapon Attack: +14 to hit, reach 10 ft., one target that is grappled by the dragon.
Hit: 20 (2d12 + 7) Piercing damage plus 14 (4d6) Necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the blood dragon gains temporary 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.
Tail.
Melee Weapon Attack: +14 to hit, reach 15 ft., one target.
Hit: 16 (2d8 + 7) Bludgeoning damage. Tendrils of blood drip from the dragon's tail. If the target is Large or smaller the dragon can grapple it. The target must succeed on a DC 22 Strength saving throw or be grappled by the dragon.
Bloody Breath (Recharge 5-6).
The dragon exhales clotting blood in a 60-foot cone. Each creature in that area must make a DC 21 Constitution saving throw, taking 54 (12d8) Necrotic damage on a failed save, or half as much damage on a successful one. The ground beneath the cone becomes covered in blood. A creature attempting to move across the blood covered ground must succeed on a DC 21 Dexterity saving throw, or fall prone at the end of its movement, slipping on the blood.
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 of the dragon 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.
Spellcasting.
The dragon casts one of the following spells, using Charisma as its spellcasting ability modifier (spell save DC 22):
At Will: Anemia, Hemorrhage, Seek Blood.
3/Day: Blight (At 6th level).
Bloodied Veil (Recharge 5-6).
In response to taking damage, the dragon causes portions of its bloody body to burst forth, flowing around it in a cyclone of disgusting blood which creates a 10-foot-radius sphere of magically flying blood. Each creature in the area other than the blood dragon must make a DC 21 Constitution saving throw, taking 20 (8d4) Necrotic damage on a failed save, or half as much damage on a successful one. The area is heavily obscured for creatures other than the dragon until the start of the dragon's next turn.
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.
Blood Contortion.
The dragon attempts to control the blood of another creature with a vascular system within 120 feet of it that it can see. The creature must succeed on a DC 20 Wisdom saving throw or be compelled to move up to 15 feet in a direction of the dragon's choice. During this movement, the creature does not avoid hazardous terrain or threatened spaces.
Tail Attack (Costs 2 Actions).
The dragon makes a Tail attack.
Wing Attack (Costs 3 Actions).
The dragon flings necrotic-infused blood from its body, unfurling disgusting wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 14 (2d6 + 7) Necrotic damage and become poisoned until the start of the dragon's next turn. The dragon can then fly up to half its flying speed.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
Blood Fusion (2/Day).
The dragon becomes one with its lair, dissolving into a puddle of blood that occupies the floor of its space. While in this form, the dragon can't take any actions, speak, or manipulate objects. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all damage. While in this form, the dragon can slowly trickle along the ground and has a speed of 5 feet. If the dragon leaves its lair, it reverts to its true form. It can also revert to its true form by using this lair action again. A Dispel Magic spell or similar magic also causes the dragon to revert to its true form.
Bloodied Gargle.
The dragon causes its lair to burst with the strange gargled sound of blood, as if strangled veins are pumping through the area. Each creature within the lair that has a vascular system must succeed on a DC 20 Wisdom saving throw or be driven mad by this horrible sound, taking on a random form of short-term insanity.
Disgusting Dripping.
The dragon causes blood to drip from the ceiling of its lair, targeting a point on the ceiling within 500 feet of it that it can see. Blood drips down from this point in a 20-foot radius cylinder from ceiling to floor. Ranged attacks through this cylinder are impossible, the dripping blood magically congealing on any projectile or ranged spell effect launched through the area and rendering it harmless. The cylinder lasts until the dragon is unconscious, slain, or uses this lair action to create another cylinder.
Regional Effects.
The region containing a blood dragon's lair is warped by the dragon's magic, which creates one or more of the following effects.
Blood in the Water.
The water within 20 miles of the blood dragon's lair becomes polluted, bloodied, and undrinkable.
Blood Magic Boon.
The save DC of spells of the blood magic subschool within 10 miles of the dragon's lair increases by 2.
Blood Suckers.
Bloodlings and blooding queens are noticeably more prevalent within 5 miles of the dragon's lair. Each time a creature rests within 5 miles of the dragon's lair. Each time a creature rests within 5 miles of the dragon's lair there is a 10% chance a bloodling queen attacks the creature, and a 25% chance 1d4 bloodlings attack the creature.
Hemophilia.
Wounds refuse to close within 10 miles of the blood dragon's lair. A creature that has taken damage within the last 24 hours resting in this area regains 1d10 fewer hit points when it finishes a short or long rest than normal.
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