Very Adaptive. Can live in any environment and can breath under water and does not need air, food or water but it will drink eat and breath whenever it can.
Legendary Resistance (9/Day). If the Bloodling fails a saving throw, it can choose to succeed instead.
Legendary Fighter (9/Day). If the Bloodling fails a attack roll, it can instead have it count as a critical hit.
Magic Fists. All of the Bloodlings hits count as magical hits.
Pure Hatred. 4 times a day the Bloodling can invoke Pure Hatred to from 0 hp to half its maximum hp.
Blind Fury. The Bloodling can go into a blind fury once a week for 12 seconds where its attack damage is doubled and counts as a magical attack of whatever the attacked creatures weakness is and its hp are tripled, but it cannot move more than 10 feet and cant see more than 15ft and losses truesight, blindsight, tremor sense and darkvision for the duration.
Perfect Short Teleportation(4 times a week). The Bloodling can tp to any plane within 50ft of it if it can think of what it wants to tp to with about 1% of people knowing where it would have wanted to tp to.
Perfect Long Teleportation(4 times a week). The Bloodling can tp to anywhere within 5000 miles of it if to any plane with a minimum range of 1/2 miles it can think of what it wants to tp to with about 1% of people knowing where it would have wanted to tp to.
Multiattack. The Bloodling can use its Frightful Presence. It then makes 5 attacks: one with its tail, two with its upper arms and two with its lower arms.
Punch (Upper Arms). Melee Weapon Attack: Target creature takes 41 (4d12 + 15) damage + 31 (3d12 + 12) necrotic damage. +10 to hit.
Punch (Lower Arms). Melee Weapon Attack: Target creature takes 31 (3d12 +12) damage + 21 (2d12 + 9) necrotic damage. +8 to hit.
Tail. Melee Weapon Attack: Target creature takes 51 (5d12+18) Bludgeoning damage + 43 (2d12 + 30) Radiant damage. +11 to hit.
Frightful Presence. Each creature of the Bloodling's choice that is within 320 feet of the Crimson Fist 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 Bloodling's Frightful Presence for the next hour.
Everything Breath [(Recharge 2–6)Roll a d6 if the side shone is a 4, 5 or 6 the Bloodling can use its breath weapon next turn. The Bloodling exhales acid, fire, cold, lightning and poison in a 120-foot line that is 2 feet wide. Each creature in that line must make a DC 24 Dexterity saving throw, taking 52 (8d12) acid damage + 52 (8d12) cold damage + 52 (8d12) fire damage + 52 (8d12) lightning damage + 52 (8d12) poison damage on a failed save, or half as much damage on a successful one.
The Bloodling can take 45 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 Bloodling regains spent legendary actions at the next blood moon.
Detect. The Bloodling makes a Wisdom check.
Tail Attack. The Bloodling makes a tail attack.
Wing Attack. The Bloodling beats its wings. Each creature within 10 feet of the Bloodling must succeed on a DC 25 Dexterity saving throw or take 51(5d12 + 18) bludgeoning damage and be knocked prone, on a successful save they take half as much damage and aren't knocked prone. The Bloodling can then fly up to half its flying speed.
Lair and Lair Actions
Has the lair abilities of all Ancient Dragons and can use any of them in any combo up to 100 times before needing a long rest.
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Posted Jun 25, 2026I made this.