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: +17 to hit, reach 15 ft., one target. Hit: 26 (3d10 + 10) piercing damage plus 18 (6d6) necrotic damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) 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 23 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.
Elixer Absorber (Recharge 5–6). The dragon opens its mouth and inhales everyone's blood, sucking it through their pores and absorbing their energy in a 90-foot cone. Everyone in the cone must make a DC 25 Dexterity saving throw or take 109 (20d10) necrotic damage, or half as much on a successful one. Additionally, the dragon heals the number of hit points that it absorbed from every creature hit by the attack.
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.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
A Blood Dragon is one of the most dangerous dragons in Zephoria, it's tall stature and menacing red eyes are a reminder that no one should ever go near this monster.
Slightly bigger than a Red Dragon, the Blood Dragon has black scales with red underneath. Its head is decorated with many horns and frills, and its claw's tips are tinted black almost as though they are diseased.
Its gruesome Elixer Absorber withers any and all creatures within its grasp. When a Blood Dragon sucks the life force from a creature, its wounds heal and it becomes stronger, if a Blood Dragon got strong enough, some adventurers who have survived it have said that it could ascend to Godhood.
Lair and Lair Actions
Blood Dragons make their lairs in abandoned temples, dungeons, and bases that their cultists have made for them, these usually include a room where it keeps corpses of its fallen victims that it can resurrect using its necromantic abilities. Ancient tombs and temples of worship are what a Blood Dragon seeks the most and will happily rival another Blood Dragon if it means it can keep the lair. A Blood Dragons lair is always littered with traps and undead followers of the dragon, an undead follower will begin following a Blood Dragon if its former Blood Dragon master was killed by it, unless its former master tied its soul to a phylactery.
Lair Actions
On initiative count 21 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
- A burst of necrotic energy comes from the center of the room, causing everyone in a 300-foot radius to make a DC 20 constitution saving throw, on failure a feeling of sickness comes over the creature and they are poisoned, the creature repeats the saving throw at the end of each of its turn.
- A ray of energy comes down from the ceiling, all players must roll a D20, if they roll under 10 then their magic weapons lose all their magical properties and revert back to the original forms. Creatures must roll again at the end of each of their turns.
- The Dragon looks in a direction with a magical gaze, in a 50-foot cone, each creature in this radius must make a DC 18 Wisdom saving throw or be charmed by the dragon for 1 minute.
Regional Effects
The region containing a legendary Blood Dragon's lair is under the effect of the dragon's magic, which creates one or more of the following effects:
- An odd odour of rotten flesh can be smelt in a 1000-feet radius of the dragon's lair.
- all small animals like rats, birds and rabbits all appear to be dead and withered away into black flakes, any animal which acts as a familiar or companion is not affected.
- leaves and plants seem to be covered in traces of a reddish thick liquid, this liquid is not poisonous
If the Blood Dragon dies, these effects fade over the course of 1d10 days.
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