Huge Undead (Shapechanger), Chaotic Evil
Armor Class 20 (natural armor)
Hit Points 450 (24d12 + 228)
Speed 40 ft., Fly 80 ft.
STR
27 (+8)
DEX
10 (+0)
CON
28 (+9)
INT
18 (+4)
WIS
15 (+2)
CHA
22 (+6)
Saving Throws DEX +7, CON +16, WIS +9, CHA +13
Skills Perception +14, Stealth +6
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 24
Languages Common, Draconic the languages it knew in life
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Shapechanger. If the vampiric dragon isn’t in sunlight, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.

While in bat form, the vampiric dragon can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it makes an attack or takes damage.

While in mist form, the vampiric dragon can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.

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

Misty Escape. When it drops to 0 hit points outside its hoard, the vampiric dragon transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn’t in sunlight. If it can’t transform, it is destroyed.

While it has 0 hit points in mist form, it can’t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its dragon form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.

Regeneration. The vampiric dragon regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight. If the vampiric dragon takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampiric dragon’s next turn.

Hoarded Anchorage. The vampiric dragon’s existence is tied to its hoard. As long as it remains within 1 mile of its hoard, the vampiric dragon gains advantage on all saving throws and regenerates an additional 10 hit points at the start of its turn.

Vampiric Transformation. A creature slain by the vampiric dragon’s bite attack rises as a vampire spawn under the vampiric dragon’s control within 24 hours. If the victim was an adult dragon, it rises as another vampiric dragon within a week, while younger dragons instead rise as mindless zombie dragons.

Sunlight Weakness. While in direct sunlight, the vampiric dragon's speed is halved, and it has disadvantage on attack rolls and ability checks. If it remains in direct sunlight for more than 1 hour without finding shelter, it takes 50 radiant damage each turn until it finds shelter.

Stake Vulnerability. If a piercing weapon which is the size of a large spear and made of wood is driven into the vampiric dragon’s heart while the vampiric dragon is incapacitated, the vampiric dragon dies.

Actions

Multiattack. The vampiric dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite (Bat or Vampiric Dragon Form Only). Melee Weapon Attack: +15 to hit, reach 10 ft., one creature. Hit: 21 (2d10 + 10) 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 vampiric 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.

Claw. (Vampiric Dragon Form Only). Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Tail. (Vampiric Dragon Form Only). Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

Frightful Presence. Each creature of the vampiric dragon’s choice that is within 120 feet of the vampiric dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 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 vampiric dragon’s Frightful Presence for the next 24 hours.

Blood Drain (Recharge 5–6). The dragon inhales bloodred darkness in a 60-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 56 (16d6) necrotic damage on a failed save, or half as much damage on a successful one. Additionally, a creature that fails the saving throw has its hit point maximum reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest.

Legendary Actions

The vampiric 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 vampiric dragon regains spent legendary actions at the start of its turn.

Move. The vampiric dragon moves up to its flying speed.

Bite (Costs 2 Actions). The vampiric dragon makes one bite attack.

Misty Disappearance (Costs 3 Actions). The vampiric dragon transforms into a cloud of mist and moves up to half its flying speed. This movement does not provoke opportunity attacks.

Lair and Lair Actions

A Vampiric Dragon’s Lair

A vampiric dragon chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey which can be used to lure victims. It and its hoard hide beneath in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.

Regional Effects

The region surrounding a vampiric dragon’s lair is warped by the creature’s unnatural presence, creating any of the following effects:

  • There’s a noticeable lack of wildlife in the region, though rustling leaves and wolves’ howls can be heard in the distance.
  • The sky within 500 feet of the lair is dark and cloudy, casting only dim light over the area. 
  • Non-magical sources of light within 500 feet of the lair, such as torches or lanterns, provide only half their normal illumination.
  • The lair is populated by a host of undead servants under the vampiric dragon’s control, including vampire spawn, zombies, and skeletal minions. These creatures serve the dragon unwillingly.

If the vampiric dragon is destroyed, these effects end after 2d6 days.

Previous Versions

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Monster Tags: Shapechanger

Habitat: Urban

Astaper

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