Corpse Separation. If a caster casts Animate Dead, True Resurrection, Revivify, etc., on any corpse within the dragon, the newly-raised dead can attempt to free themselves from the dragon, which requires the same checks as if it were freeing itself from a grapple. The dragon gets major advantage on the check. If the targets fail to free themself, they take 100(20d10) necrotic damage per turn until they die, at which point the dragon uses the absorb action for no cost. However, if every corpse in the dragon is raised(refer to characteristics for average corpse count), the dragon will die.
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 15(2d10 + 4) piercing damage. Target creature must make a DC 15 Constitution saving throw, or take an additional 7(2d6) necrotic damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11(2d6 + 4) slashing damage.
Decaying Breath (Recharge 6). The dragon exhales noxious gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 necrotic damage on a failed save which ignores resistances, that persists for 3 rounds, taking half as much on a successful save.
Absorb. The dragon absorbs a nearby corpse of a creature, healing for 11(2d10)hit points as well as increasing their maximum health by half the rolled amount, rounded down.
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Description
This is a dragon born of a mass burial, rather than an egg. A pile of bodies, with unfinished business created by unbridled rage. and now, they returned.
The young dragon is created from roughly 50 corpses, its appearance being a fleshy mass of the remains of its parts. Coated in mismatched flesh, eyes, bony horns, and with the constant smell of rot permeating the air around it.
Lair and Lair Actions
Being a dragon comprised entirely of corpses, it dwells in crypts and graveyards, anywhere it has easy access to the dead to further mass its strength.
Lair Actions
On initiative count 15 (losing initiative ties), the Corpse Dragon takes a lair action to cause one of the following effects; the Corpse Dragon can’t use the same effect two rounds in a row:
- The Corpse Dragon has 1d6+3 small vents throughout the lair, about 1 foot in diameter. The dragon can retreat into any of these vents and appear out of another, if the entrance is within the range of their movement.
- Using the aforementioned vents, it can retreat into a vent and disperse its Decaying Breath smoke in a 15-foot sphere around all other entrances.
Regional Effects
The region containing a Corpse Dragon’s lair is a graveyard, which creates one or more of the following effects:
- Within a 1-mile radius of the Corpse Dragon's lair, all creatures make a DC 16 Wisdom save, or have mild self-destructive tendencies.
- The lair is filled with the rank scent of decomposing corpses. Anyone within 120 feet of the lair must make a DC 17 Constitution save, or will become poisoned. You must make this every minute while within the radius, the DC increasing by 1 each successful save. When you leave the radius, the effect will fade over 1d4 minutes, or from a lesser restoration.
- When the Corpse Dragon initiates a grapple successfully, It can immediately drag the target into a vent with no movement cost.
If the Corpse Dragon dies, these effects fade over the course of 1d8 days.
To find the other ages of the corpse dragon, follow these links:
https://www.dndbeyond.com/monsters/4016715-corpse-dragon-wyrmling
https://www.dndbeyond.com/monsters/4016856-adult-corpse-dragon
https://www.dndbeyond.com/monsters/4017066-ancient-corpse-dragon