Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Necrotic Absorption. Whenever the dragon is subjected to necrotic damage, it takes no damage and instead regains a number of hit points equal to the necrotic damage dealt.
Regeneration. The dragon regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the dragon takes radiant damage or damage from holy water, this trait doesn't function at the start of the dragon's next turn.
Spider Climb. The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Turn Resistance. The dragon has advantage on saving throws against any effect that turns undead.
Vampiric Weaknesses. The dragon has the following flaws:
- Forbiddance. The dragon can't enter a residence without an invitation from one of the occupants.
- Harmed by Running Water. The dragon takes 20 acid damage when it ends its turn in running water.
- Stake to the Heart. The dragon is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
- Sunlight Hypersensitivity. The dragon takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
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: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage and 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the dragon regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit points maximum to 0.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +18 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 22 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.
Fire Breath (Recharge 5–6). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
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 26 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.
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