Level
9th
Casting Time
1 Action
Range/Area
Self
Components
V, S, M *
Duration
Concentration 8 Hours
School
Transmutation
Attack/Save
None
Damage/Effect
Sangromancy (...)

You shape-shift into a blood dragon for the duration. If you cast a spell from the blood dragon's stat block, its concentration requirements are separate from the concentration requirements to maintain this spell.

When you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the blood dragon. These Temporary Hit Points vanish if any remain when the spell ends.

Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.

Upon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you’re in it.

 

Blood Dragon

Huge Dragon, Neutral

AC 19

HP 185 (9d20 + 90)

Speed 40 ft., fly 80 ft., swim 40 ft.

    Mod Save
STR 26 +8 +8
DEX 14 +2 +8
CON 30 +10 +16
    Mod Save
INT 10 +0 +0
WIS 13 +1 +1
CHA 20 +5 +5

Skills Perception +13, Stealth +8

Immunities Necrotic, Poison; Exhaustion, Paralyzed, Petrified, Poisoned

Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 23

Languages Common, Draconic, Primordial

CR 17 (XP 18,000; PB +6) 

Traits

Amorphous Form. You can move through a space as narrow as 1 inch wide without it counting as Difficult Terrain.

Font of Life. Sangromancy spells use your blood dragon form's hit dice, but do not expend them.

Legendary Resistance (3/Day). If you fail a saving throw, you can choose to succeed instead.

Actions

Multiattack. You make three Rend attacks. You can replace one attack with a use of Spellcasting to cast Vibrating Humors (level 3 version).

Rend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 ft. Hit: 1d10 Slashing damage plus your spell damage modifier plus 1d20 Necrotic damage, and you gain Temporary Hit Points equal to the necrotic damage dealt.

Blood Breath (Recharge 5-6). Constitution Saving Throw: Your spell save DC, each creature in a 60-foot Cone. Failure: 8d20 Necrotic damage, and you gain Temporary Hit Points equal to the necrotic damage dealt. Success: Half damage.

Spellcasting. You cast one of the following spells, requiring no Material components and using your spellcasting ability:

At Will: Consumption (level 3 version), Detect Magic, Reanimate, Sense LifebloodTheft of Vitae (level 3 version), Vibrating Humors (level 3 version)
1/Day Each: Circle of Scarlet, Viscous Sheath

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature’s turn, the you can expend a use to take one of the following actions. You regain all expended uses at the start of each of your turns.

Gift of Death. You cast Consumption (level 3 version).

Gift of Life. You move up to half your Speed, and you use Spellcasting to cast Reanimate.

Sense Weakness. You use Spellcasting to cast Sanguine Secrets on a creature, then you move up to half your Speed and make one Rend attack against that creature.

 

For a standalone stat block of the blood dragon, please see my other homebrews.

* - (a garnet circlet worth 1,500+ GP)

Spell Tags: Shapechanging Sangromancy

Available For: Wizard (Legacy) Cleric (Legacy) - Blood Domain Wizard (Legacy) - Blood Magic Wizard - Blood Magic (TCSR) Cleric - Blood Domain (TCSR) Wizard Sorcerer - Crimson Sorcery Sorcerer (Legacy) - Crimson Dynasty (2014) Druid - Circle of Blood Wizard - Sangromancer

TTheDDoctor

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