Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Magic Weapons. The dragon's attacks are considered magical.
Siege Monster. The dragon deals double damage to objects and structures.
Two Heads. The dragon has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Multiattack. The dragon can use its Frightful Presence. It then makes four attacks: two with its Bite and two with its Claw.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) necrotic damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 300 feet of it and is aware of the dragon must succeed on a DC 18 Wisdom saving throw. On a failed save, a creature is frightened of the dragon for one minute. A frightened 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.
Blood Cloud (Recharge 5–6). The left head breathes out a thick red mist that reeks of blood. The dragon makes a red 40–foot–radius sphere cloud centered on a point within 10 feet of the dragon. The sphere lasts for one minute, spreads around corners, and its area is heavily obscured. A strong wind (at least 20 miles per hour) disperses the Blood Cloud after 4 rounds.
Vampiric Engorge (Recharge 5–6). The right head of the dragon opens its black mouth absorbing the life from all creatures. All creatures in a 90–foot cone must succeed on a DC 23 Constitution saving throw. On a failed save, a creature takes 70 (20d6) necrotic damage. On a successful save, a creature takes half damage. For every creature that fails its saving throw, the dragon regains 3 hit points. For every creature that dies from the dragons Vampiric Engorge, the dragon regains 6 hit points instead of 3. Constructs and Undead creatures automatically succeed their saving throw.
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 each of its turns.
Attack. The dragon makes a single Tail attack against a target within reach.
Detect. The dragon makes a Wisdom (Perception) check.
Wing Attack (Cost 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 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.
Lair and Lair Actions
Blood Dragon's Lair
The blood dragon makes its lair in populated towns and cities, dominating over the residences as a cruel tyrant. A blood dragon’s lair resembles a massive bird nest made of destroyed trees, ruined buildings, and rotting corpses.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: the dragon cannot repeat an effect until they have all been used, and it cannot use the same effect two rounds in a row:
- Animate Corpse. The dragon can use the negative energy within its lair to animate up to three Humanoid corpses, which become zombies (see their entry in the Monster Manual). The zombies take their turn immediately after this lair action. Each one reverts to an inanimate corpse after one minute, when the dragon uses this lair action again, or when the zombie is destroyed.
- Blood Geyser. Blood erupts from a point on the ground the dragon can see within 120 feet of it, creating a 30–foot–high, 10–feet–wide geyser. Each creature in the geyser’s area must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 21 (6d6) Necrotic damage. On a successful save, a creature takes half damage.
- Negative Flood. A dark wave of necrotic energy washes through the dragon's lair. All creatures of the dragons choice within the lair lose any resistances and immunities to necrotic damage until the start of the next lair action (initiative count 20).
- Shaking Earth. A tremor shakes the lair in a 80–foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 14 Dexterity saving throw. On a failed save, a creature is knocked prone.
Regional Effects
The region containing a legendary blood dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Cruor Stench. A strong stench of iron, blood, and decay hangs thick in the air within 6 miles of the lair.
- Foul Water. Water sources within one mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.
- Ire. If a Beast or Humanoid completes a long rest within one mile of the lair, that creature must succeed on a DC 14 Wisdom saving throw. On a failed save, a creature is filled with anger and is easily enraged. The creature’s temper gets the better of them and they viciously snap at the simplest of things for the next 24 hours.
- Red Mist. A thin red mist that smells of blood hangs in the air within 3 miles of the lair, making the area lightly obscured.
If the dragon dies, these effects fade over the course of 1d10 days.
Previous Versions
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