Bleeding Body. Any creature that damages the Blood Dragon within 5 feet of it is sprayed with blood. The target must make a DC 21 Constitution saving throw or be poisoned until the end of its next turn
Blood Drinker. When the Blood Dragon kills a creature with a vascular system, it absorbs its blood, gaining 20 temporary hit points and advantage on it's attack rolls for the 1 minute.
Blood Form. The Blood Dragon can enter a hostile creature's space and stop there and is capable of fitting through a space as narrow as 1 inch wide without squeezing.
Blood Magic Immunity. The Blood Dragon cannot be effected by spells from the Necromancy school unless it wishes.
Bloodied Grappler. The Blood Dragon can have up to 10 medium creatures grappled at the same time. For each creature it currently has grappled, the Blood Dragon's AC is reduced by 1. The dragon's movement speed is not hindered by grappling creatures and it can maintain this grapple as long as it remains within 10 feet of the creature.
Legendary Resistance (3/Day). If the Blood Dragon fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. The Blood Dragon can innately cast the following spells. Its spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks).
At will: anemia, hemorrhage, seek blood
3/Day: blood block
Multiattack. The Blood Dragon makes one bite attack and one claw attack. It can also make a drain attack if it has a creature grappled, and 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 from the dragon, forcing the target to make a 22 Strength saving throw or be grappled by the dragon.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage. Tendrils of blood burst from the dragon, forcing the target to make a 22 Strength saving throw or be grappled by the dragon.
Drain. Melee Weapon Attack: +14 to hit, reach 10 ft., one target 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 dragon gains temporary hit points of the same amount. This reduction lasts until the creature's next 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 burst from the dragon, forcing the target to make a 22 Strength saving throw or be grappled by the dragon.
Bloody Breath (Recharge 5-6). The dragon exhales clotting blood in a 60ft 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 on a successful one. The ground in the area is coated in blood, causing it to become difficult terrain. A creature who enters or moves in the area for the first time on its turn, it must make a DC 16 Dexterity saving throw or fall prone.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of it and aware of its presence must succeed on a DC 20 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 monster's Frightful Presence for the next 24 hours.
Bloodied Veil (Recharge 5-6). When the dragon takes damage, it can cause a portion of it's body to burst forth, flowing around it in a cyclone of blood, creating a 10-foot-sphere of blood centered on the creature that caused the damage. Each creature in the area, other than the dragon, must a DC 21 Constitution saving throw, taking 20 (8d4) necrotic damage on a failed save, or half as much on a successful one. The area is considered difficult terrain, heavily obscured, and any ranged attacks that originate from or pass through the space are made with disadvantage. The cyclone lasts until the start of the dragon's next turn.
The Blood Dragon take take up to 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 any spent legendary actions at the start of each of its turns.
Blood Contortion. The dragon attempts to manipulate the blood of another creature that has a vascular system with 120 feet of it that it can see. The target must make a DC 20 Wisdom saving throw or be compelled by the dragon. The creature moves up to its movement speed and makes a single melee attack against a creature of the dragon's choice.
Tail (Costs 2 actions). The dragon makes a tail attack.
Wing Attack (Costs 3 Actions). The dragon beats its wings, showering blood around it. Each creature within 10 feet of the dragon must make a DC 22 Dexterity saving throw of take 14 (2d46 + 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
A blood dragon's lair is often a field of battle filled covered in congealed blood, a horrid chamber of necromantic experimentation, an ancient subterranean temple filled with bloodied water, or another detestable place.
Lair Actions
On initiative count 20 (losing initiative ties), the Blood Dragon takes a lair action to cause one of the following effects; the Blood Dragon can’t use the same effect two rounds in a row:
- Blood Fusion (2/Day). The dragon becomes one with the blood in its lair, dissolving into a puddle that occupies the space of the floor. While in this form, the dragon cannot take any actions, speak, or manipulate objects. It has advantage on Strength, Dexterity, and Constitution saving throws, and is immune to all damage. While in this form, the dragon can trickle along the ground and has a speed of 5 feet. If the dragon leaves its lair, it reverts back to its true form. It can also revert back to its true form but using this action again. A [Tooltip Not Found] spell or similar magic also causes the dragon to revert back to its true form.
- Bloodied Gurgle. The dragon causes its lair to ring with a terrifying gurgling sound of blood, as if strangled veins filled the walls. Each creature within the lair, excluding the dragon, must make a DC 20 Wisdom saving throw or be driven mad as the sound fills their minds, taking on a random for of short-term insanity.
- Blood Rain. The dragon causes blood to rain from the ceiling in a 20-foot-radius cylinder center on a point of its choosing. Ranged attacks originating from or passing through the cylinder automatically miss due to the sticky rain falling in the area. The cylinder lasts until the dragon falls unconscious, dies, or uses this action again to create a new one.
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