Blood Form. Cursed Dragon of Blood can transform itself into a form of blood like a blob shaped dragon. In this form the Cursed Dragon of Blood can only be attacked by magic based weapons. Stays in form for two of its turn must revert back on second turn and can't attack after on its next.
Legendary Resistance (3/Day). If the Blood dragon fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. The Cursed Dragons spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The archon can innately cast the following spells, requiring no material components: At will Cantrips: command, Valve Crusher
1st level (4 slots): detect magic, magic missile,
2nd level (3 slots): Blood arrow, detect thoughts, mirror image
3rd level (3 slots): counterspell, dispel magic, Corrosive Blood
Multiattack. The dragon can use it's frightful presents, then it makes 3 attacks, one with it's Life bite, two with it's Blood claw or one Tail attack. Can only use on breath weapon at a time.
Life Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., 1 target. Hit: 25 (2d10 + 10) piercing damage and make a DC 20 Con save on a failed take 20 (2d10 + 10) Blood damage and the Cursed Dragon Of Blood heals half the damage dealt by the Blood damage.
Blood Claw. Melee Weapon Attack: +15 to hit, reach 15 ft., 1 target. Hit: 17 (1d10 + 10) piercing damage and must make a DC 20 Con save on a failed take15 (2d8 + 10) Blood damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) Slashing/Piercing 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 24 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.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Blood Breath. The dragon exhales Blood in a 90-foot cone. Each creature in that area must make a DC 24 Con saving throw, taking 71 (13d10) Blood damage on a failed save, or half as much damage on a successful one. (in most setting change it to necrotic damage)
Fire Breath. The dragon exhales Blood in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 63 (10d8) Fire damage on a failed save, or half as much damage on a successful one.
Weakening Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.
Change Shape. The dragon magically polymorphs into a Blood form that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Parry. If the Cursed Dragon of Blood can see a creature wielding a melee weapon it can use this reaction parry the attack increasing its Armor class by 2 (becomes 22)
The Cursed Dragon of Blood can take a number of legendary actions (Recharge 5/6) equal to the amount of creatures within 5 ft of it, using one action for each one. It can use these actions anytime, even on an other creatures turn.
Wings (Costs 2 Actions). The dragon beats it's wings, each creature in a 100 ft. cone originating from the dragon must make a DC 15 strength saving throw, on a failed save, the creature takes 1d10 bludgeoning damage and is knocked 15ft. away, landing prone. On a success, a creature only takes half damage and isn't knocked away.
Detect. The dragon makes a wisdom (perception) check.
Set Self. The dragon casts Investiture of Flame.
Description
A body of Blood that drips all over where it flies or walks the body of Blood has a Deep Dark Blood Red body with surprisingly smooth scales. Its wings are Lighter Red on the inside. The Claws don't act like regular Dragons claws they shape and move around. The tail on the other hand is rough and sharp to the touch. This Dragon will only Follow the path of evil and serve under a powerful master that exceeds its his own. If no one can he will be his own boss Personality is Calm and collected can analyze situation quickly rarely ever showing they're angry. On the large size but smaller then most Dragons
This Dragon thrives on the scent of fresh blood and will attack those that have been previously injured. Some would say that this dragon rather enjoys toying with its victims his true nature goes on full display follow with psychotic laughter. knowing that he will win. The Cursed Dragon of Blood will prolong the creatures death toying with it slowly draining it of all its life force and blood to truly satisfy its hunger and sadistic nature.
He was created originally by The Accursed Dragon a Dragon so fearsome and the embodiment of evil curses in Dragon Form. He is Evil Curse made by the Very Blood that is inside the Accursed Dragon.
Lair and Lair Actions
Description
The odor of decaying Blood and puss surrounds a Cursed Dragon of Blood, whose swept-back horns and spinal frill define its silhouette. Its snout vents smoke at all times, and its eyes drip with black blood when it is angry.
A Cursed Dragon of Blood Lair
Cursed Dragons of blood lair in high mountains, hills, coasts Swamps and even in desserts dwelling in caverns, or within the deep halls of abandoned mines and dwarven strongholds. cursed voided areas activity are the most highly prized.
With its hoard well protected deep within the lair, a red dragon spends as much of its time outside the mountain as in it. For a red dragon, the great heights of the world are the throne from which it can look out to survey all it controls—and the wider world it seeks to control.
Throughout the lair complex, servants erect monuments to the dragon’s power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.
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:
- Blood erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) Necrotic damage on a failed save, or half as much damage on a successful one.
- A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
Regional Effects
The region containing a legendary red dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Small earthquakes are common within 6 miles of the dragon’s lair.
- Water sources within 5 mile of the lair are tainted by blood. Creatures who drink this who aren't undead make a DC 20 Con save on failed they take 2d10 Blood damage.
- Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.
If the dragon dies, these effects fade over the course of 1d10 days.
Previous Versions
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