Spider climb: The vampire dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Magic Resistance. It has advantage on saving throws against spells.
Blighted: When a creature is hit by this dragon, they must make a dc 15 constitution saving throw or be afflicted with bloodblight
Bloodblight: a creature afflicted with bloodblight takes 3d10 necrotic damage at the beginning of its turn. When the creature hits with an attack roll, that creature regains hit points equal to one third the damage, rounded down. Bloodblight lasts for two turns, ending on the end of the creatures second turn.
Draconic thrull: a creature killed by this dragon rises again the next nightfall as a vampire spawn under the dragons control
Blood leech. Whenever the dragon hits a creature afflicted with bloodblight, the dragon deals 2d6 extra necrotic damage and regains that many hit points
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Extra attack. The dragon can make two claw attacks and one bite attack,Attack, and can substitute both claw attacks for a tail attack or to use its frightful presence. It can instead use one of its breath attacks and either a tail attack or its frightful presence.
Claw attack. Melee Weapon attack:+11 to hit, reach 5 ft, 1 target. Hit: (2d6+6) slashing damage.
Wing stab. Melee Weapon Attack: +11 to hit, reach 15 ft, 1 target. Hit: (3d10+6) piercing damage.
Tail attack. Melee Weapon Attack: +11 to hit, reach 10 ft, 1 target. Hit: (2d6+6) piercing damage. And the target must make a dc 17 strength saving throw or be grappled by the dragon.
Bite attack. Melee Weapon Attack: +11 to hit, reach 5 ft, 1 target. Hit: (3d8+6) piercing damage. The target must make an extra save against the dragons blighted trait if not afflicted with bloodblight, or if they are afflicted with bloodblight the blood leech trait happens a second time.
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 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.
Cold Breath (Recharge 5-6): The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking (8d8) cold damage on a failed save and halving their maximum speed for two turns, or half as much damage on a successful one. The area of the cone becomes difficult terrain until the end of the dragon's next turn.
Bloody Breath (Recharge 5-6): The dragon exhales an necrotic blast in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking (6d8) necrotic damage on a failed save, or half as much damage on a successful one. The creature must make an extra save against the dragons blighted trait if not afflicted with bloodblight, or if they are afflicted with bloodblight the blood leech trait happens a second time.
Drain. A creature grappled by the dragon takes (8d6) necrotic damage, is afflicted with bloodblight, and is thrown to the ground 15 feet from the dragon and lands prone
Enter the description for how legendary actions work for your monster here.Can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.
Tail attack (Costs 1 action). Makes a tail attack
Wing stab (Costs 1 action). Makes a wing stab
Breath attack (Costs 2 actions). Makes a breath attack of its choice
Drain (Costs 2 actions). Drains a grappled creature
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 17 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Mythic Action Name. 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
Enter a general description for your monster here.
Lair and Lair Actions
While in its cave, it can take lair actions as long as it isn't incapacitated.
Lair Actions
On initiative count 20 (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:
- At two points the dragon can see, a 15 foot radius patch of ice is created on the ground. This area is counted as difficult terrain and every 5ft a creature moves on this ice must make a dc 15 Dexterity saving throw or fall prone. These patches last for 2 rounds.
- At two points the dragon can see, a 15 foot cube of mist is created. The area is now heavily obscured. This mist dissipates after two rounds.
- (1/day) the dragon calls upon the creatures in its area, magically calling for either 2d4 bats, 1d8 crows or 1d6 wolves. These creatures have 5 temporary hit points and have the dragons blighted and bloodleech abilities, though they dont regain hit points with the bloodleech ability
- On the walls of its lair the dragon creates icicles that jut out from the walls. Reaching out 5 feet from every wall, that area becomes difficult terrain and creatures that move through that area or are there when the spikes are created take 1d6 piercing damage. This damage is affected by both the dragon's bloodleech and blighted abilities. The dragon regains the necrotic damage dealt by the spikes. These spikes melt after 2 rounds.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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2/1/2025 11:27:11 PM
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5
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0
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5e
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Coming Soon
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