EoE:Blood Dragon

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Blood Dragon
Huge Dragon, lawful neutral

Armor Class 17 (natural armor)
Hit Points 297 (18d12 + 180)
Speed 40 ft., climb 40 ft., fly 80 ft.

STR AGI END INT WIL PER
25 (+7) 18 (+4) 30 (+10) 11 (+0) 22 (+6) 16 (+3)

Saving Throws Agi +10, End, +16, Wil +12, Per +9
Skills Perception +18, Stealth +10
Damage Vulnerabilities {{{vulnerabilities}}}
Damage Resistances {{{resistances}}}
Damage Immunities fire
Condition Immunities {{{conditions}}}
Senses darkvision 120 ft., passive Perception 28
Languages Dovahzul, Tamrielic

Challenge 20 (25,000 XP)Proficiency Bonus +7
Keen Smell. The blood dragon has advantage on Willpower (Perception) checks that rely on smell.
Legendary Resistance (3/Day). If the blood dragon fails a saving throw, it can choose to succeed instead.
Actions
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: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage, plus 7 (2d6) fire damage.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail Whip. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) 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 17 Willpower 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.

Dragon Shouts (Recharge 5-6). The dragon uses one of the following dragon shouts:

Animal Allegiance (Roan Mir Tah). The dragon summons two beasts with challenge rating 4 or lower, or four beasts with challenge rating 2 or lower. The beasts arrive in 1d4 - 1 rounds, acting as allies to the dragon and obeying its spoken commands. The beasts remain for 1 hour, until the dragon dies, or until the dragon dismisses them as a bonus action.
Additionally, any beasts within 60 feet of the dragon that can hear it must succeed on a DC 17 Willpower saving throw or be charmed by the dragon. The charmed creature is under the dragons control and can repeat the saving throw at the end of each of its turns. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Animal Allegiance shout for the next 24 hours.

Fire Breath (Yol Toor Shul). The dragon exhales fire in a 90 - foot line that is 5 feet wide. Each creature in that line must make a DC 24 Agility saving throw, taking 42 (12d6) fire damage on a failed save, or half as much on a successful one.

Marked for Death (Krii Lun Aus). The dragon marks a creature of its choice that it can see within 90 feet of it for the next minute. If the creature is wearing armor, any attack made against the marked creature by the dragon and its allies ignores any AC gained by the equipment. Additionally, any attack made by the dragon deals an additional 7 (2d6) damage.

Unrelenting Force (Fus Ro Dah). The dragon exhales a blast of force in a 60-foot cone. Each creature in that cone must make a DC 24 Strength saving throw. On a failed save, a creature takes 28 (8d6) force damage, is knocked back 20 feet and falls prone. On a successful save, the creature takes takes half as much damage and isn’t knocked back.
Legendary Actions
The dragon can take 3 legendary actions, choose 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 Willpower (Perception) check.

Tail Attack. The dragon makes a tail whip attack.

Wing Thrash (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Agility saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then move up to half its flying speed.

Found In: Enemies of Elsweyr


Blood Dragons

The formidable blood dragons are excellent hunters and can be extremely aggressive. They are easily recognizable by their dark green, nearly black, scales and bony ridges with connected frills at the top of their skulls. Blood dragons also have a large spinal sail in the middle of their back.
While most blood dragons prefer to breathe fire, they sometimes prefer frost. This preference may be based on their location, or perhaps selected intelligently based on the quarry it chases.

A Blood Dragon's Lair

Blood dragons prefer areas that are bountiful hunting grounds, which they claim as their own. The area around a blood dragon’s lair can be filled with carcasses of its prey, perhaps purposefully left behind or placed specifically as a warning to any that enters their hunting grounds.

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:

  • The dragon creates fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
  • Detection magic fills the dragons lair, allowing the dragon to see a faint outline of light around each creature within 60 feet of it. The dragon gains advantage on attack rolls and can see invisible creatures until initiative count 20 on the next round.
  • The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Agility saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20.

Regional Effects

The region containing a blood dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Tracks appear on the ground within 6 miles of the dragon’s lair. The tracks lead to dead ends, traps, and dangerous locations, while also leading away from areas that the dragon prefers to remain undisturbed.
  • Rodents and birds within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator.
  • Fog lightly obscures the land within 6 miles of the lair.

If the dragon dies, the rodents and birds lose their supernatural link to it, and the other effects fade over the course of 1d10 days.

Revisions

  • 2022-02-19: Changed Animal Allegiance to call in four CR 2 or lower creatures or two CR 4 or lower creatures, instead of the other way around.