Breathless. The dragon does not require air to breathe.
False Appearance. While the dragon remains motionless, it is indistinguishable from a dragon corpse.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 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 dragon's Frightful Presence for the next 24 hours.
Vitality Drain (Recharge 5–6). The dragon inhales in a 60-foot cone. Each creature in that cone must make a DC 18 Constitution saving throw, taking 48 (10d8) necrotic damage on a failed save and is pulled 15 feet closer to the dragon; should the target be pulled within 10 ft of the dragon it can make a bite attack against it as a bonus action, on a successful save the target takes half damage and isn't pulled forward. The dragon heals itself by half the damage dealt.
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 its turn.
Tail Attack (Costs 1 Action). The dragon makes a tail attack.
Engorge (Costs 2 Actions). The dragon attempts a grapple on a single target within 10 feet. For every round the target is trapped inside the dragon the victim takes 14 (4d8) acid damage and 14 (4d8) piercing damage, the target can break the grapple check (DC 17) using their action on their turn.
Barrow Call (Costs 3 Actions). The dragon lets out a long, mournful cry. Undead buried within 1 mile of the dragon are temporarily recalled back to life as spirits surrounding the dragon. Roll 2d4. On a 1, 1d12 Zombies are recalled; on a 2, 2d8 skeletons are summoned; on a 3, 2d6 Ghouls are unearthed; and on a 4, 2d4 Wights are spawned.
Description
Blood-drakes typically start off as black dragon eggs warped by a varying degree of circumstance. Necromantic rituals have been seen to produce such ill-born offspring, as well as hatchlings discovered to be born during or after a Spellplague. While rare to see one grown past the hatching stage, Blood-drakes strong-willed enough to survive past their formative years are truly a force to be reckoned with. Voracious and cunning the Blood-drakes take the very worst characteristics of the Undead and a Dragon to their extreme. Ever-searching for sustenance the Blood-Drakes care nothing for treasure in their life, the natural-born intellect dragons are known for being severely diminished upon being infected by the disease which afflicts them.