Large Dragon, Neutral Evil
Armor Class 18 (natural armor)
Hit Points 189 (18d10 + 90)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
18 (+4)
DEX
12 (+1)
CON
20 (+5)
INT
14 (+2)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws DEX +5, CON +9, WIS +7, CHA +6
Skills Perception +13, Stealth +16
Damage Immunities Acid
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic common, draconic
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Amphibious. The dragon can breathe air and water.

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

Innate Spellcasting. The Bloodspitter's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: 

At will: Darkness, Mage Hand, Prestidigitation. 

3/day each: Blur, Gaseous Form, Silence

1/day each: Cloudkill, Teleport

Actions

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: +8 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 4) piercing damage plus 4 (1d8) acid damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) slashing damage.

Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Frightful Presence. Each creature of the Bloodspitter's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 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.

Acid Spit (Recharge 5–6). The dragon exhales acid in a 60-­foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 42 (12d6) acid damage on a failed save, or half as much damage on a successful one.

Reactions

Acidic Blood. When the Bloodspitter is hit by a melee attack, the attacker takes 14 (4d6) acid damage. Additionally, any metal weapons or armor that strike the Bloodspitter must succeed on a DC 18 Constitution saving throw or take 21 (6d6) acid damage, or half damage on a successful save. 

 

Legendary Actions

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

Detect. The dragon makes a Wisdom (Perception) check.

Teleport (Costs 2 Actions). The Bloodspitter magically teleports along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. 

Mythic Actions

Shadow Blend. The Bloodspitter can change its coloration to blend seamlessly with the darkness of caves or other dimly lit environments. While in darkness, it has advantage on Dexterity (Stealth) checks. 

Description

The Bloodspitter is a large winged dragon like creature with blood red eyes and smooth white skin. They have a flat face with mostly flat teeth so they do not immediately look as intimidating as other dragons. Their saliva resembles thick blood that they spit onto their prey and enemies. The acidic saliva helps to soften and melt the food they eat. This acid is even strong enough to dissolve metal! They do have wings but reside in deep caves and rarely fly instead choosing to crawl around on their clawed human like hands. Their smooth skin can change colors to blend in with their surroundings. They are silent hunters and will spend time watching their prey from the shadows intimidating them by appearing as a floating fanged face hiding in the dark. 

Lair and Lair Actions

Bloodspitter's dwell in caves and mountain tops on the frayed edges of civilization. A Bloodspitter's lair is a dismal cave, littered with the acid-pitted bones of previous victims sitting in pools of old blood and red acid.

Lair Actions

On initiative count 20 (losing initiative ties), the Bloodspitter takes a lair action to cause one of the following effects; the Bloodspitter can’t use the same effect two rounds in a row:

  • Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
  • The Lair fills with swirling shadows and granting the Bloodspitter and its minions advantage on Dexterity (Stealth) checks while within the lair for the next minute.
  • The Lair becomes supernaturally dark as if under the the effect of the Darkness spell for 1 minute. Only the Bloodspitter can see through this darkness. 

Regional Effects

The region containing a legendary Bloodspitter's lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • The caves  within 6 miles of the lair become harder to navigate, requiring a Wisdom (Survival) check to avoid becoming lost
  • Creatures within 1 mile of the lair experience vivid, unsettling dreams. 

Habitat: MountainSwamp

Svetocha

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