Amphibious: Balara'grast can breathe air and water
Legendary resistance (3/day): If the dragon fails a saving throw, it can instead choose to succeed
Legendary accuracy (3/day): If the dragon misses with an attack, it can instead choose to hit
Necrotic Absorption: Magic which would restore hitpoints to a creature, for example, healing word, instead damage Belara'grast; conversely, when the dragon would suffer necrotic damage, he instead restores hitpoints for the same amount.
Detection Protection: Belara'grast is immune to being detected with divination magic, and attempts to identify or detect undead do not identify him.
Spellcasting: the dragon can cast the following spells without requiring material components:
- Fog Cloud, Inflict Wounds, Hold Person, Counterspell, Major Image (2/day, each)
- Cloudkill, Circle of Death (1/day, each)
The dragon may multiattack, cast a spell, or take the dash or dodge actions using its action.
Multiattack: Belara'grast makes two tentacle attacks, and one bite attack
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
Hit: 22 (3d10 + 7) piercing damage, plus 13 (3d8) 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. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Tentacle. Melee Weapon Attack: +14 to hit, reach 20 ft., one target.
Hit: 19 (3d8 + 7) bludgeoning damage, and the target is grappled (escape DC 20). As part of this attack, Belara'grast can pull the target 10 feet towards itself. Until this grapple ends, the target is restrained, and the vampiric dragon can’t use that tentacle on another target. The vampiric dragon has eight tentacles.
Dark Ink Cloud (Recharge 5–6). While underwater, the dragon expels a 60-foot-radius cloud of black ink. The area is heavily obscured for 1 minute, except if the water is highly turbulent in which case strong currents might disperse the ink sooner than this. The dragon can see through the cloud, and creatures within it have disadvantage on attack rolls. At the start of each of the dragons turn, all creatures within the cloud, including Belara'grast, suffer 2d12 necrotic damage.
Vampiric Resilience: If Belara'grast is reduced to 0 hit points, it can use its reaction to deal 3d12 necrotic damage to all creatures within 15 feet of it. It is not rendered unconscious and instead remains on a number of hit points equal to the necrotic damage dealt.
While underwater, Belara'grast 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.
- Tail Slap. The dragon makes one swiping attack with its tail (Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 19 (3d8 + 7) bludgeoning damage, the target must succeed on a DC18 dexterity saving throw or be knocked back 20 feet.
- Dark Mist Step. The vampiric dragon teleports up to 60 feet to an unoccupied space it can see.
- Life Drain (Costs 2 Actions). The vampiric dragon forces one creature it has grappled to make a DC 21 Constitution saving throw. On a failed save, the target takes 28 (8d6) necrotic damage, and the vampiric dragon regains hit points equal to the damage dealt. if this attack reduces a creature to zero hit points, it is swallowed.
Description
Belara'grast the Blooded, is a gigantic aquatic dragon, which somewhat resembles an oversized vampiric squid. its large wings are formed by large stretches of almost rubbery material, suspended between four highly flexible tentacles on each side. While underwater, these tentacles are used to attack while out of water the dragon may cause the wings to stiffen and harden to provide a fly speed. Unlike most dragons, his legs and arms are relatively underdeveloped, so can and do support his weight, but are not overly functional for attacking.
The body of the dragon appears almost gelatinous at a distance, but is actually formed by thousands of tiny overlapping dark black, and blue, scales, giving him a mid-night shimmer in the light.
the Dragon makes its lair deep underwater, often in deep ravines, and sometimes in the hollowed out shells and skeletons of other underwater creatures. Records state that at one point Belara'grast made his home within the shell of a Dragon Turtle he had slain, and consumed. His passion for treasure and loot are as unabated as for any other dragon. The dragon's greatest joy is to set ships of the sea against each other, and then consume their bodies and treasure when they destroy each other. If he can get his way without showing himself above the waves he will attempt to do so.
His head is long and beaked, with piercing black eyes. 16 nastily hooked and bent horns curve along his face and head, giving Belara'grast an almost arrow-like appearance. His long, wide, spined tail, is extremely muscular and allows him to swim at incredible speeds if he wishes.
Lair and Lair Actions
The region containing the vampiric dragon’s lair is affected by the creature’s presence, creating the following effects:
- Waters within 6 miles of the lair are unnaturally dark, even in direct sunlight.
- Creatures that sleep within 6 miles of the lair experience nightmares and wake exhausted (no save).
- Undead sea creatures are drawn to the vampiric dragon’s lair, often patrolling nearby waters.
- Creatures who are killed within 2 miles of the dragon's lair have a 30 percent change to become undead
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