Large Undead (Adult Chromatic), Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 178 (17d10 + 85)
Speed 40 ft., climb 40 ft., fly 80 ft.
STR
23 (+6)
DEX
18 (+4)
CON
21 (+5)
INT
14 (+2)
WIS
11 (+0)
CHA
19 (+4)
Saving Throws DEX +9, CON +10, WIS +5, CHA +9
Skills Perception +8, Stealth +4
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 18
Languages Common, Draconic
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Living Shadow. While in dim light or darkness, the dragon has resistance to damage that isn't force, psychic, or radiant.

Shadow Stealth. While in dim light or darkness, the dragon can take the Hide action as a bonus action.

Damage 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.

Shapechanger. If the dragon isn't in sunlight, it can use its action to polymorph into a Large cloud of mist, or back into its true form. While in mist form, the dragon can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight

Misty Escape. When it drops to 0 hit points outside its resting place, the dragon transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its true form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its true form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.

 

Regeneration. The dragon regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the dragon takes radiant damage or damage from holy water, this trait doesn't function at the start of its next turn. Spider Climb. The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weakness: Stake to the Heart. If a piercing weapon made of wood is driven into the dragon’s heart while it is incapacitated in its resting place, the dragon is paralyzed until the stake is removed.

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.

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 13 (4d6) 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 point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the dragon’s control.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Shadow Breath (Recharge 5–6). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) Necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control.

Charm. The dragon target one creature it can see within 30 feet of it. If the target can see the dragon, the target must succeed on a Wisdom saving throw or be charmed by the vampire. The DC for this save is equal to 8 + the dragon’s proficiency bonus + the dragon’s Charisma modifier. Each time the dragon or the dragon’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a difference plane of existence than the target, or takes a bonus action to end the effect.

Description

Based on the Shadow Dragon from the Monster Manual, and the worldbuilder blog's vampiric dragon

Habitat: HillMountain

DThimbor

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