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Vampire Dragon

Vampire Dragon Medium Undead Dragon, Loot Value 6, Neutral Evil CR 1 200 xp

  • Armor class 13 (Natural)
  • Hit points 7 (2d8+-2)
  • Speed Walk/Swim 40 ft.
    Burrow 30 ft.
    Fly 80 ft.
  • STR9 (-1)
  • DEX15 (+2)
  • CON9 (-1)
  • INT14 (+2)
  • WIS13 (+1)
  • CHA9 (-1)

Save Throws:DEX +4, WIS +3,

Skills:Stealth +6, Perception +5,

Damage Resistances:Necrotic, NM Physical

Senses:Darkvision 60ft., Psv Per 15, Bluff DC 10, Bribe DC 14, 4gp
Utility: Carry 540lbs., Push 1,080lbs.

Languages:Draconic, UndercommonFALSE1

Challenge:CR 1 (200 xp)

Vampiric Blood. When the dragon is below 4hp and it takes damage, the Dragon's blood creates a vampiric sphere of mist in a 10ft radius around it. Those that inhale the mist must make a DC 12 CON save or sacrifice a Hit Die in healing to the Dragon.

Regeneration. The Dragon regains -5 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 vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.

Spell Resistance. The Dragon has advantage on saving throws vs spells.

Actions

Bite. Natural Weapon. +4 to hit.
Hit. 4 (2d4+-1) Piercing and Necrotic damage, and is Grappled (DC 12).

Claw. Natural Weapon. +4 to hit.
Hit. 3 (1d6+-1) Slashing damage.

Tail. Natural Weapon. +4 to hit.
Hit. 5 (1d10+-1) Bludgeoning damage, and the target must make a DC 9 STR save vs half the damage or be Grappled Failure by 5 or more and they are restrained.

Vampiric Bite. +4 to hit grappled creature.
Hit. 4 (2d4+-1) Necrotic damage, and is Grappled (DC 12).

Nightmare Breath (Recharge 5–6). The dragon exhales a dark cloud in a 10ft cone. Each creature in that area must make a DC 12 WIS Save. On a failed save, the creature takes 0 (0d4) Psychic damage, and it is Frightened by the dragon for 1 minute. (Half on Success and no Fear). A Firghtened creature can repeat the save at the end of each of its turns (up to three times), ending the effect on success.

Commanding Spores. The dragon releases spores around a creature within 5ft that it can see. The target must succeed on a DC 12 WIS save or use its reaction to make a melee weapon attack against a random creature within reach.
If no creatures are within reach, or the target can’t take a reaction, it takes 3 (1d4) Psychic damage.
Creatures Frightened by the dragon have disadvantage.

Vampire Dragon

Vampire Dragon Medium Undead Dragon, Loot Value 7, Neutral Evil CR 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 23 (5d8+0)
  • Speed Walk/Swim 40 ft.
    Burrow 30 ft.
    Fly 80 ft.
  • STR11 (0)
  • DEX15 (+2)
  • CON11 (0)
  • INT15 (+2)
  • WIS13 (+1)
  • CHA11 (0)

Save Throws:DEX +4, WIS +3,

Skills:Stealth +6, Perception +5,

Damage Resistances:Necrotic, NM Physical

Senses:Darkvision 60ft., Psv Per 15, Bluff DC 11, Bribe DC 15, 5gp
Utility: Carry 660lbs., Push 1,320lbs.

Languages:Draconic, UndercommonFALSE1

Challenge:CR 2 (450 xp)

Vampiric Blood. When the dragon is below 12hp and it takes damage, the Dragon's blood creates a vampiric sphere of mist in a 10ft radius around it. Those that inhale the mist must make a DC 12 CON save or sacrifice a Hit Die in healing to the Dragon.

Regeneration. The Dragon regains 0 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 vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.

Spell Resistance. The Dragon has advantage on saving throws vs spells.

Actions

Bite. Natural Weapon. +4 to hit.
Hit. 7 (2d6+0) Piercing and Necrotic damage, and is Grappled (DC 12).

Claw. Natural Weapon. +4 to hit.
Hit. 4 (1d6+0) Slashing damage.

Tail. Natural Weapon. +4 to hit.
Hit. 6 (1d10+0) Bludgeoning damage, and the target must make a DC 10 STR save vs half the damage or be Grappled Failure by 5 or more and they are restrained.

Vampiric Bite. +4 to hit grappled creature.
Hit. 7 (2d6+0) Necrotic damage, and is Grappled (DC 12).

Nightmare Breath (Recharge 5–6). The dragon exhales a dark cloud in a 20ft cone. Each creature in that area must make a DC 12 WIS Save. On a failed save, the creature takes 4 (1d6) Psychic damage, and it is Frightened by the dragon for 1 minute. (Half on Success and no Fear). A Firghtened creature can repeat the save at the end of each of its turns (up to three times), ending the effect on success.

Commanding Spores. The dragon releases spores around a creature within 10ft that it can see. The target must succeed on a DC 12 WIS save or use its reaction to make a melee weapon attack against a random creature within reach.
If no creatures are within reach, or the target can’t take a reaction, it takes 4 (1d6) Psychic damage.
Creatures Frightened by the dragon have disadvantage.

Vampire Dragon

Vampire Dragon Medium Undead Dragon, Loot Value 8, Neutral Evil CR 3 700 xp

  • Armor class 14 (Natural)
  • Hit points 33 (6d8+6)
  • Speed Walk/Swim 40 ft.
    Burrow 30 ft.
    Fly 80 ft.
  • STR12 (+1)
  • DEX16 (+3)
  • CON12 (+1)
  • INT15 (+2)
  • WIS13 (+1)
  • CHA12 (+1)

Save Throws:DEX +5, WIS +3,

Skills:Stealth +7, Perception +5,

Damage Resistances:Necrotic, NM Physical

Senses:Darkvision 60ft., Psv Per 15, Bluff DC 12, Bribe DC 16, 5gp
Utility: Carry 720lbs., Push 1,440lbs.

Languages:Draconic, UndercommonFALSE1

Challenge:CR 3 (700 xp)

Vampiric Blood. When the dragon is below 17hp and it takes damage, the Dragon's blood creates a vampiric sphere of mist in a 10ft radius around it. Those that inhale the mist must make a DC 12 CON save or sacrifice a Hit Die in healing to the Dragon.

Regeneration. The Dragon regains 5 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 vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.

Spell Resistance. The Dragon has advantage on saving throws vs spells.

Actions

Bite. Natural Weapon. +5 to hit.
Hit. 12 (3d6+1) Piercing and Necrotic damage, and is Grappled (DC 13).The dragon then makes 1x Claw attacks.

Claw. Natural Weapon. +5 to hit.
Hit. 5 (1d6+1) Slashing damage.

Tail. Natural Weapon. +5 to hit.
Hit. 7 (1d10+1) Bludgeoning damage, and the target must make a DC 11 STR save vs half the damage or be Grappled Failure by 5 or more and they are restrained.

Vampiric Bite. +5 to hit grappled creature.
Hit. 12 (3d6+1) Necrotic damage, and is Grappled (DC 13).The dragon then makes 1x Claw attacks.

Nightmare Breath (Recharge 5–6). The dragon exhales a dark cloud in a 30ft cone. Each creature in that area must make a DC 12 WIS Save. On a failed save, the creature takes 7 (2d6) Psychic damage, and it is Frightened by the dragon for 1 minute. (Half on Success and no Fear). A Firghtened creature can repeat the save at the end of each of its turns (up to three times), ending the effect on success.

2x Commanding Spores. The dragon releases spores around a creature within 15ft that it can see. The target must succeed on a DC 12 WIS save or use its reaction to make a melee weapon attack against a random creature within reach.
If no creatures are within reach, or the target can’t take a reaction, it takes 4 (1d6) Psychic damage.
Creatures Frightened by the dragon have disadvantage.

Vampire Dragon

Vampire Dragon Large Undead Dragon, Loot Value 10, Neutral Evil CR 4 1,100 xp

  • Armor class 14 (Natural)
  • Hit points 46 (7d10+7)
  • Speed Walk/Swim 40 ft.
    Burrow 30 ft.
    Fly 80 ft.
  • STR12 (+1)
  • DEX16 (+3)
  • CON12 (+1)
  • INT15 (+2)
  • WIS13 (+1)
  • CHA12 (+1)

Save Throws:DEX +5, WIS +3,

Skills:Stealth +7, Perception +5,

Damage Resistances:Necrotic, NM Physical

Senses:Darkvision 60ft., Psv Per 15, Bluff DC 12, Bribe DC 16, 7gp
Utility: Carry 720lbs., Push 1,440lbs.

Languages:Draconic, UndercommonFALSE1

Challenge:CR 4 (1,100 xp)

Vampiric Blood. When the dragon is below 23hp and it takes damage, the Dragon's blood creates a vampiric sphere of mist in a 10ft radius around it. Those that inhale the mist must make a DC 12 CON save or sacrifice a Hit Die in healing to the Dragon.

Regeneration. The Dragon regains 5 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 vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.

Spell Resistance. The Dragon has advantage on saving throws vs spells.

Actions

Bite. Natural Weapon. +5 to hit.
Hit. 15 (4d6+1) Piercing and Necrotic damage, and is Grappled (DC 13).The dragon then makes 1x Claw attacks.

Claw. Natural Weapon. +5 to hit.
Hit. 8 (2d6+1) Slashing damage.

Tail. Natural Weapon. +5 to hit.
Hit. 12 (2d10+1) Bludgeoning damage, and the target must make a DC 11 STR save vs half the damage or be Grappled Failure by 5 or more and they are restrained.

Vampiric Bite. +5 to hit grappled creature.
Hit. 15 (4d6+1) Necrotic damage, and is Grappled (DC 13).The dragon then makes 1x Claw attacks.

Nightmare Breath (Recharge 5–6). The dragon exhales a dark cloud in a 30ft cone. Each creature in that area must make a DC 12 WIS Save. On a failed save, the creature takes 7 (2d6) Psychic damage, and it is Frightened by the dragon for 1 minute. (Half on Success and no Fear). A Firghtened creature can repeat the save at the end of each of its turns (up to three times), ending the effect on success.

2x Commanding Spores. The dragon releases spores around a creature within 15ft that it can see. The target must succeed on a DC 12 WIS save or use its reaction to make a melee weapon attack against a random creature within reach.
If no creatures are within reach, or the target can’t take a reaction, it takes 4 (1d6) Psychic damage.
Creatures Frightened by the dragon have disadvantage.

Vampire Dragon

Vampire Dragon Large Undead Dragon, Loot Value 25, Neutral Evil CR 5 1,800 xp

  • Armor class 14 (Natural)
  • Hit points 68 (9d10+18)
  • Speed Walk/Swim 40 ft.
    Burrow 30 ft.
    Fly 80 ft.
  • STR14 (+2)
  • DEX16 (+3)
  • CON14 (+2)
  • INT16 (+3)
  • WIS14 (+2)
  • CHA14 (+2)

Save Throws:DEX +5, WIS +4,

Skills:Stealth +7, Perception +6,

Damage Resistances:Necrotic, NM Physical

Senses:Darkvision 60ft., Psv Per 16, Bluff DC 14, Bribe DC 18, 20gp
Utility: Carry 840lbs., Push 1,680lbs.

Languages:Draconic, Undercommon, Any 2

Challenge:CR 5 (1,800 xp)

Vampiric Blood. When the dragon is below 34hp and it takes damage, the Dragon's blood creates a vampiric sphere of mist in a 10ft radius around it. Those that inhale the mist must make a DC 13 CON save or sacrifice a Hit Die in healing to the Dragon.



Spell Resistance. The Dragon has advantage on saving throws vs spells.

Actions

Bite. Natural Weapon. +5 to hit.
Hit. 25 (5d8+2) Piercing and Necrotic damage.The dragon then makes 1x Claw attacks.

Claw. Natural Weapon. +5 to hit.
Hit. 13 (3d6+2) Slashing damage.

Tail. Natural Weapon. +5 to hit.
Hit. 19 (3d10+2) Bludgeoning damage, and the target must make a DC 12 STR save vs half the damage or be Grappled Failure by 5 or more and they are restrained.

Vampiric Bite. +5 to hit grappled creature.
Hit. 25 (5d8+2) Necrotic damage.The dragon then makes 1x Claw attacks.

Nightmare Breath (Recharge 5–6). The dragon exhales a dark cloud in a 40ft cone. Each creature in that area must make a DC 13 WIS Save. On a failed save, the creature takes 14 (3d8) Psychic damage, and it is Frightened by the dragon for 1 minute. (Half on Success and no Fear). A Firghtened creature can repeat the save at the end of each of its turns (up to three times), ending the effect on success.

2x Commanding Spores. The dragon releases spores around a creature within 20ft that it can see. The target must succeed on a DC 13 WIS save or use its reaction to make a melee weapon attack against a random creature within reach.
If no creatures are within reach, or the target can’t take a reaction, it takes 5 (1d8) Psychic damage.
Creatures Frightened by the dragon have disadvantage.

Vampire Dragon

Vampire Dragon Large Undead Dragon, Loot Value 45, Neutral Evil CR 6 2,300 xp

  • Armor class 15 (Natural)
  • Hit points 102 (12d10+36)
  • Speed Walk/Swim 40 ft.
    Burrow 30 ft.
    Fly 80 ft.
  • STR17 (+3)
  • DEX17 (+3)
  • CON17 (+3)
  • INT16 (+3)
  • WIS14 (+2)
  • CHA17 (+3)

Save Throws:DEX +6, WIS +5,

Skills:Stealth +9, Perception +8,

Damage Resistances:Necrotic, NM Physical

Senses:Darkvision 80ft., Psv Per 18, Bluff DC 15, Bribe DC 21, 35gp
Utility: Carry 1,020lbs., Push 2,040lbs.

Languages:Draconic, Undercommon, Any 2

Challenge:CR 6 (2,300 xp)

Actions

Bite. Natural Weapon. +6 to hit.
Hit. 30 (6d8+3) Piercing and Necrotic damage.The dragon then makes 1x Claw attacks.

Claw. Natural Weapon. +6 to hit.
Hit. 17 (4d6+3) Slashing damage.

Tail. Natural Weapon. +6 to hit.
Hit. 25 (4d10+3) Bludgeoning damage, and the target must make a DC 14 STR save vs half the damage or be Grappled Failure by 5 or more and they are restrained.

Vampiric Bite. +6 to hit grappled creature.
Hit. 30 (6d8+3) Necrotic damage.The dragon then makes 1x Claw attacks.

Nightmare Breath (Recharge 5–6). The dragon exhales a dark cloud in a 50ft cone. Each creature in that area must make a DC 14 WIS Save. On a failed save, the creature takes 18 (4d8) Psychic damage, and it is Frightened by the dragon for 1 minute. (Half on Success and no Fear). A Firghtened creature can repeat the save at the end of each of its turns (up to three times), ending the effect on success.

2x Commanding Spores. The dragon releases spores around a creature within 25ft that it can see. The target must succeed on a DC 14 WIS save or use its reaction to make a melee weapon attack against a random creature within reach.
If no creatures are within reach, or the target can’t take a reaction, it takes 5 (1d8) Psychic damage.
Creatures Frightened by the dragon have disadvantage.

Vampire Dragon

Vampire Dragon Large Undead Dragon, Loot Value 70, Neutral Evil CR 7 2,900 xp

  • Armor class 16 (Natural)
  • Hit points 111 (13d10+39)
  • Speed Walk/Swim 40 ft.
    Burrow 30 ft.
    Fly 80 ft.
  • STR17 (+3)
  • DEX17 (+3)
  • CON17 (+3)
  • INT16 (+3)
  • WIS14 (+2)
  • CHA17 (+3)

Save Throws:DEX +7, WIS +6,

Skills:Stealth +11, Perception +10,

Damage Resistances:Necrotic, NM Physical

Senses:Darkvision 100ft., Psv Per 20, Bluff DC 15, Bribe DC 23, 55gp
Utility: Carry 1,020lbs., Push 2,040lbs.

Languages:Draconic, Undercommon, Any 2

Challenge:CR 7 (2,900 xp)

Actions

Bite. Natural Weapon. +7 to hit.
Hit. 7 (7d0+3) Piercing and Necrotic damage.The dragon then makes 1x Claw attacks.

Claw. Natural Weapon. +7 to hit.
Hit. 21 (5d6+3) Slashing damage.

Tail. Natural Weapon. +7 to hit.
Hit. 31 (5d10+3) Bludgeoning damage, and the target must make a DC 15 STR save vs half the damage or be Grappled Failure by 5 or more and they are restrained.

Vampiric Bite. +7 to hit grappled creature.
Hit. 7 (7d0+3) Necrotic damage.The dragon then makes 1x Claw attacks.

Nightmare Breath (Recharge 5–6). The dragon exhales a dark cloud in a 50ft cone. Each creature in that area must make a DC 15 WIS Save. On a failed save, the creature takes 3 (5d0) Psychic damage, and it is Frightened by the dragon for 1 minute. (Half on Success and no Fear). A Firghtened creature can repeat the save at the end of each of its turns (up to three times), ending the effect on success.

2x Commanding Spores. The dragon releases spores around a creature within 25ft that it can see. The target must succeed on a DC 15 WIS save or use its reaction to make a melee weapon attack against a random creature within reach.
If no creatures are within reach, or the target can’t take a reaction, it takes 1 (1d0) Psychic damage.
Creatures Frightened by the dragon have disadvantage.

Vampire Dragon

Vampire Dragon Large Undead Dragon, Loot Value 90, Neutral Evil CR 8 3,900 xp

  • Armor class 16 (Natural)
  • Hit points 124 (13d10+52)
  • Speed Walk/Swim 40 ft.
    Burrow 30 ft.
    Fly 80 ft.
  • STR20 (+5)
  • DEX17 (+3)
  • CON18 (+4)
  • INT16 (+3)
  • WIS14 (+2)
  • CHA17 (+3)

Save Throws:DEX +7, WIS +6,

Skills:Stealth +11, Perception +10,

Damage Resistances:Necrotic, NM Physical

Senses:Darkvision 100ft., Psv Per 20, Bluff DC 15, Bribe DC 23, 70gp
Utility: Carry 1,200lbs., Push 2,400lbs.

Languages:Draconic, Undercommon, Any 2

Challenge:CR 8 (3,900 xp)

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 or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.

Actions

Bite. Natural Weapon. +9 to hit.
Hit. 9 (7d0+5) Piercing and Necrotic damage, and is Grappled (DC 17).The dragon then makes 2x Claw attacks.

2x Claw Multiattack Natural Weapon. +9 to hit.
Hit. 19 (4d6+5) Slashing damage.

Tail. Natural Weapon. +9 to hit.
Hit. 27 (4d10+5) Bludgeoning damage, and the target must make a DC 17 STR save vs half the damage or be Grappled Failure by 5 or more and they are restrained.

Vampiric Bite. +9 to hit grappled creature.
Hit. 9 (7d0+5) Necrotic damage, and is Grappled (DC 17).The dragon then makes 2x Claw attacks.

Nightmare Breath (Recharge 5–6). The dragon exhales a dark cloud in a 60ft cone. Each creature in that area must make a DC 15 WIS Save. On a failed save, the creature takes 3 (6d0) Psychic damage, and it is Frightened by the dragon for 1 minute. (Half on Success and no Fear). A Firghtened creature can repeat the save at the end of each of its turns (up to three times), ending the effect on success.

3x Commanding Spores. The dragon releases spores around a creature within 30ft that it can see. The target must succeed on a DC 15 WIS save or use its reaction to make a melee weapon attack against a random creature within reach.
If no creatures are within reach, or the target can’t take a reaction, it takes 1 (1d0) Psychic damage.
Creatures Frightened by the dragon have disadvantage.

Vampire Dragon

Vampire Dragon Large Undead Dragon, Loot Value 150, Neutral Evil CR 10 5,900 xp

  • Armor class 17 (Natural)
  • Hit points 133 (14d10+56)
  • Speed Walk/Swim 40 ft.
    Burrow 30 ft.
    Fly 80 ft.
  • STR18 (+4)
  • DEX18 (+4)
  • CON18 (+4)
  • INT17 (+3)
  • WIS15 (+2)
  • CHA18 (+4)

Save Throws:DEX +8, WIS +6,

Skills:Stealth +12, Perception +10,

Damage Resistances:Necrotic, NM Physical

Senses:Darkvision 100ft., Psv Per 20, Bluff DC 16, Bribe DC 24, 100gp
Utility: Carry 1,080lbs., Push 2,160lbs.

Languages:Draconic, Undercommon, Any 2

Challenge:CR 10 (5,900 xp)

3x Engulf. The Dragon swallows a creature it is grappling. To keep an unwilling creature down, the Dragon must make a concentration check when taking damage.
While engulfed, creatures are restrained and blinded, take 28 (5d10) Psychic and Acid damage at the start of each turn (DC 16 CON for half), and take half the damage dealt to the Dragon from outside.
The Dragon may Engulf 0 Creatures in this way.



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 or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.

Actions

Bite. Natural Weapon. +8 to hit.
Hit. 32 (5d10+4) Piercing and Necrotic damage, and is Grappled (DC 16).The dragon then makes 2x Claw attacks.

2x Claw Multiattack Natural Weapon. +8 to hit.
Hit. 11 (2d6+4) Slashing damage.

Tail. Natural Weapon. +8 to hit.
Hit. 15 (2d10+4) Bludgeoning damage, and the target must make a DC 16 STR save vs half the damage or be Grappled Failure by 5 or more and they are restrained.

Vampiric Bite. +8 to hit grappled creature.
Hit. 32 (5d10+4) Necrotic damage, and is Grappled (DC 16).The dragon then makes 2x Claw attacks.

Nightmare Breath (Recharge 5–6). The dragon exhales a dark cloud in a 60ft cone. Each creature in that area must make a DC 16 WIS Save. On a failed save, the creature takes 33 (6d10) Psychic damage, and it is Frightened by the dragon for 1 minute. (Half on Success and no Fear). A Firghtened creature can repeat the save at the end of each of its turns (up to three times), ending the effect on success.

3x Commanding Spores. The dragon releases spores around a creature within 30ft that it can see. The target must succeed on a DC 16 WIS save or use its reaction to make a melee weapon attack against a random creature within reach.
If no creatures are within reach, or the target can’t take a reaction, it takes 6 (1d10) Psychic damage.
Creatures Frightened by the dragon have disadvantage.

Vampire Dragon

Vampire Dragon Large Undead Dragon, Loot Value 250, Neutral Evil CR 11 7,200 xp

  • Armor class 17 (Natural)
  • Hit points 143 (15d10+60)
  • Speed Walk/Swim 40 ft.
    Burrow 30 ft.
    Fly 80 ft.
  • STR18 (+4)
  • DEX18 (+4)
  • CON18 (+4)
  • INT17 (+3)
  • WIS15 (+2)
  • CHA18 (+4)

Save Throws:DEX +8, WIS +6,

Skills:Stealth +12, Perception +10,

Damage Resistances:Necrotic, NM Physical

Senses:Darkvision 100ft., Psv Per 20, Bluff DC 16, Bribe DC 24, 200gp
Utility: Carry 1,080lbs., Push 2,160lbs.

Languages:Draconic, Undercommon, Any 2

Challenge:CR 11 (7,200 xp)

Vampiric Blood. When the dragon is below 72hp and it takes damage, the Dragon's blood creates a vampiric sphere of mist in a 10ft radius around it. Those that inhale the mist must make a DC 16 CON save or sacrifice a Hit Die in healing to the Dragon.

3x Engulf. The Dragon swallows a creature it is grappling. To keep an unwilling creature down, the Dragon must make a concentration check when taking damage.
While engulfed, creatures are restrained and blinded, take 28 (5d10) Psychic and Acid damage at the start of each turn (DC 16 CON for half), and take half the damage dealt to the Dragon from outside.
The Dragon may Engulf 0 Creatures in this way.



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 or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.

Actions

Bite. Natural Weapon. +8 to hit.
Hit. 32 (5d10+4) Piercing and Necrotic damage, and is Grappled (DC 16).The dragon then makes 2x Claw attacks.

2x Claw Multiattack Natural Weapon. +8 to hit.
Hit. 11 (2d6+4) Slashing damage.

Tail. Natural Weapon. +8 to hit.
Hit. 15 (2d10+4) Bludgeoning damage, and the target must make a DC 16 STR save vs half the damage or be Grappled Failure by 5 or more and they are restrained.

Vampiric Bite. +8 to hit grappled creature.
Hit. 32 (5d10+4) Necrotic damage, and is Grappled (DC 16).The dragon then makes 2x Claw attacks.

Nightmare Breath (Recharge 5–6). The dragon exhales a dark cloud in a 60ft cone. Each creature in that area must make a DC 16 WIS Save. On a failed save, the creature takes 33 (6d10) Psychic damage, and it is Frightened by the dragon for 1 minute. (Half on Success and no Fear). A Firghtened creature can repeat the save at the end of each of its turns (up to three times), ending the effect on success.

3x Commanding Spores. The dragon releases spores around a creature within 30ft that it can see. The target must succeed on a DC 16 WIS save or use its reaction to make a melee weapon attack against a random creature within reach.
If no creatures are within reach, or the target can’t take a reaction, it takes 6 (1d10) Psychic damage.
Creatures Frightened by the dragon have disadvantage.

Vampire Dragon

Vampire Dragon Huge Undead Dragon, Loot Value 550, Neutral Evil CR 12 8,400 xp

  • Armor class 17 (Natural+1)
  • Hit points 114 (12d12+36)
  • Speed Walk/Swim 40 ft.
    Burrow 30 ft.
    Fly 80 ft.
  • STR17 (+3)
  • DEX17 (+3)
  • CON17 (+3)
  • INT16 (+3)
  • WIS14 (+2)
  • CHA20 (+5)

Save Throws:STR +8, DEX +8, CON +8, WIS +7, CHA +10,

Skills:Stealth +13, Perception +12,

Damage Resistances:Necrotic, NM Physical

Senses:Blindsight 70ft., Darkvision 120ft., Psv Per 22, Bluff DC 17, Bribe DC 27, 450gp
Utility: Carry 1,020lbs., Push 2,040lbs.

Languages:Draconic, Undercommon, Any 2

Challenge:CR 12 (8,400 xp)

Regeneration. The Dragon regains 15 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 vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.

Actions

Bite. Natural Weapon. +10 to hit.
Hit. 26 (5d8+3) Piercing and Necrotic damage, and is Grappled (DC 18).The dragon then makes 2x Claw attacks.

2x Claw Multiattack Natural Weapon. +10 to hit.
Hit. 10 (2d6+3) Slashing damage.

Tail. Natural Weapon. +10 to hit.
Hit. 14 (2d10+3) Bludgeoning damage, and the target must make a DC 16 STR save vs half the damage or be Grappled Failure by 5 or more and they are restrained.

Vampiric Bite. +10 to hit grappled creature.
Hit. 26 (5d8+3) Necrotic damage, and is Grappled (DC 18).The dragon then makes 2x Claw attacks.

Nightmare Breath (Recharge 5–6). The dragon exhales a dark cloud in a 50ft cone. Each creature in that area must make a DC 18 WIS Save. On a failed save, the creature takes 23 (5d8) Psychic damage, and it is Frightened by the dragon for 1 minute. (Half on Success and no Fear). A Firghtened creature can repeat the save at the end of each of its turns (up to three times), ending the effect on success.

3x Commanding Spores. The dragon releases spores around a creature within 25ft that it can see. The target must succeed on a DC 18 WIS save or use its reaction to make a melee weapon attack against a random creature within reach.
If no creatures are within reach, or the target can’t take a reaction, it takes 5 (1d8) Psychic damage.
Creatures Frightened by the dragon have disadvantage.

Vampire Dragon

Vampire Dragon Huge Undead Dragon, Loot Value 100, Neutral Evil CR 9 5,000 xp

  • Armor class 15 (Natural)
  • Hit points 94 (11d12+22)
  • Speed Walk/Swim 40 ft.
    Burrow 30 ft.
    Fly 80 ft.
  • STR15 (+2)
  • DEX16 (+3)
  • CON15 (+2)
  • INT16 (+3)
  • WIS14 (+2)
  • CHA20 (+5)

Save Throws:DEX +6, WIS +5,

Skills:Stealth +9, Perception +8,

Damage Resistances:Necrotic, NM Physical

Senses:Darkvision 80ft., Psv Per 18, Bluff DC 17, Bribe DC 23, 80gp
Utility: Carry 900lbs., Push 1,800lbs.

Languages:Draconic, Undercommon, Any 2

Challenge:CR 9 (5,000 xp)

Vampiric Blood. When the dragon is below 47hp and it takes damage, the Dragon's blood creates a vampiric sphere of mist in a 10ft radius around it. Those that inhale the mist must make a DC 16 CON save or sacrifice a Hit Die in healing to the Dragon.

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 vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.

Spell Resistance. The Dragon has advantage on saving throws vs spells.

Actions

Bite. Natural Weapon. +8 to hit.
Hit. 34 (7d8+2) Piercing and Necrotic damage, and is Grappled (DC 16).The dragon then makes 2x Claw attacks.

2x Claw Multiattack Natural Weapon. +8 to hit.
Hit. 16 (4d6+2) Slashing damage.

Tail. Natural Weapon. +8 to hit.
Hit. 24 (4d10+2) Bludgeoning damage, and the target must make a DC 13 STR save vs half the damage or be Grappled Failure by 5 or more and they are restrained.

Vampiric Bite. +8 to hit grappled creature.
Hit. 34 (7d8+2) Necrotic damage, and is Grappled (DC 16).The dragon then makes 2x Claw attacks.

Nightmare Breath (Recharge 5–6). The dragon exhales a dark cloud in a 40ft cone. Each creature in that area must make a DC 16 WIS Save. On a failed save, the creature takes 14 (3d8) Psychic damage, and it is Frightened by the dragon for 1 minute. (Half on Success and no Fear). A Firghtened creature can repeat the save at the end of each of its turns (up to three times), ending the effect on success.

3x Commanding Spores. The dragon releases spores around a creature within 20ft that it can see. The target must succeed on a DC 16 WIS save or use its reaction to make a melee weapon attack against a random creature within reach.
If no creatures are within reach, or the target can’t take a reaction, it takes 5 (1d8) Psychic damage.
Creatures Frightened by the dragon have disadvantage.

Vampire Dragon

Vampire Dragon Huge Undead Dragon, Loot Value 800, Neutral Evil CR 13 10,000 xp

  • Armor class 17 (Natural+1)
  • Hit points 114 (12d12+36)
  • Speed Walk/Swim 40 ft.
    Burrow 30 ft.
    Fly 80 ft.
  • STR17 (+3)
  • DEX16 (+3)
  • CON17 (+3)
  • INT16 (+3)
  • WIS14 (+2)
  • CHA20 (+5)

Save Throws:STR +8, DEX +8, CON +8, WIS +7, CHA +10,

Skills:Stealth +13, Perception +12,

Damage Resistances:Necrotic, NM Physical

Senses:Blindsight 70ft., Darkvision 120ft., Psv Per 22, Bluff DC 17, Bribe DC 27, 650gp
Utility: Carry 1,020lbs., Push 2,040lbs.

Languages:Draconic, Undercommon, Any 2

Challenge:CR 13 (10,000 xp)

Actions

Bite. Natural Weapon. +10 to hit.
Hit. 35 (7d8+3) Piercing and Necrotic damage.The dragon then makes 2x Claw attacks.

2x Claw Multiattack Natural Weapon. +10 to hit.
Hit. 17 (4d6+3) Slashing damage.

Tail. Natural Weapon. +10 to hit.
Hit. 25 (4d10+3) Bludgeoning damage, and the target must make a DC 16 STR save vs half the damage or be Grappled Failure by 5 or more and they are restrained.

Vampiric Bite. +10 to hit grappled creature.
Hit. 35 (7d8+3) Necrotic damage.The dragon then makes 2x Claw attacks.

Nightmare Breath (Recharge 5–6). The dragon exhales a dark cloud in a 50ft cone. Each creature in that area must make a DC 18 WIS Save. On a failed save, the creature takes 23 (5d8) Psychic damage, and it is Frightened by the dragon for 1 minute. (Half on Success and no Fear). A Firghtened creature can repeat the save at the end of each of its turns (up to three times), ending the effect on success.

3x Commanding Spores. The dragon releases spores around a creature within 25ft that it can see. The target must succeed on a DC 18 WIS save or use its reaction to make a melee weapon attack against a random creature within reach.
If no creatures are within reach, or the target can’t take a reaction, it takes 5 (1d8) Psychic damage.
Creatures Frightened by the dragon have disadvantage.

Vampire Dragon

Vampire Dragon Huge Undead Dragon, Loot Value 1,000, Neutral Evil CR 14 11,500 xp

  • Armor class 17 (Natural+1)
  • Hit points 124 (13d12+39)
  • Speed Walk/Swim 40 ft.
    Burrow 30 ft.
    Fly 80 ft.
  • STR17 (+3)
  • DEX16 (+3)
  • CON17 (+3)
  • INT16 (+3)
  • WIS14 (+2)
  • CHA20 (+5)

Save Throws:STR +8, DEX +8, CON +8, WIS +7, CHA +10,

Skills:Stealth +13, Perception +12,

Damage Resistances:Necrotic, NM Physical

Senses:Blindsight 70ft., Darkvision 120ft., Psv Per 22, Bluff DC 17, Bribe DC 27, 800gp
Utility: Carry 1,020lbs., Push 2,040lbs.

Languages:Draconic, Undercommon, Any 2

Challenge:CR 14 (11,500 xp)

Vampiric Blood. When the dragon is below 62hp and it takes damage, the Dragon's blood creates a vampiric sphere of mist in a 10ft radius around it. Those that inhale the mist must make a DC 18 CON save or sacrifice a Hit Die in healing to the Dragon.

3x Engulf. The Dragon swallows a creature it is grappling. To keep an unwilling creature down, the Dragon must make a concentration check when taking damage.
While engulfed, creatures are restrained and blinded, take 4 (7d0) Psychic and Acid damage at the start of each turn (DC 16 CON for half), and take half the damage dealt to the Dragon from outside.
The Dragon may Engulf 1 Creatures in this way.



Regeneration. The Dragon regains 15 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 vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.

Actions

Bite. Natural Weapon. +10 to hit.
Hit. 7 (7d0+3) Piercing and Necrotic damage, and is Grappled (DC 18).The dragon then makes 2x Claw attacks.

2x Claw Multiattack Natural Weapon. +10 to hit.
Hit. 17 (4d6+3) Slashing damage.

Tail. Natural Weapon. +10 to hit.
Hit. 25 (4d10+3) Bludgeoning damage, and the target must make a DC 16 STR save vs half the damage or be Grappled Failure by 5 or more and they are restrained.

Vampiric Bite. +10 to hit grappled creature.
Hit. 7 (7d0+3) Necrotic damage, and is Grappled (DC 18).The dragon then makes 2x Claw attacks.

Nightmare Breath (Recharge 5–6). The dragon exhales a dark cloud in a 50ft cone. Each creature in that area must make a DC 18 WIS Save. On a failed save, the creature takes 3 (5d0) Psychic damage, and it is Frightened by the dragon for 1 minute. (Half on Success and no Fear). A Firghtened creature can repeat the save at the end of each of its turns (up to three times), ending the effect on success.

3x Commanding Spores. The dragon releases spores around a creature within 25ft that it can see. The target must succeed on a DC 18 WIS save or use its reaction to make a melee weapon attack against a random creature within reach.
If no creatures are within reach, or the target can’t take a reaction, it takes 1 (1d0) Psychic damage.
Creatures Frightened by the dragon have disadvantage.

Vampire Dragon

Vampire Dragon Huge Undead Dragon, Loot Value 2,500, Neutral Evil CR 17 18,000 xp

  • Armor class 16 (Natural)
  • Hit points 207 (18d12+90)
  • Speed Walk/Swim 40 ft.
    Burrow 30 ft.
    Fly 80 ft.
  • STR21 (+5)
  • DEX16 (+3)
  • CON21 (+5)
  • INT17 (+3)
  • WIS15 (+2)
  • CHA21 (+5)

Save Throws:DEX +7, WIS +6,

Skills:Athletics +9, Stealth +11, Perception +10, Persuasion +9,

Damage Resistances:Necrotic, NM Physical

Senses:Darkvision 100ft., Psv Per 20, Bluff DC 17, Bribe DC 25, 2kgp
Utility: Carry 1,260lbs., Push 2,520lbs.

Languages:Draconic, Undercommon, Any 2

Challenge:CR 17 (18,000 xp)

4x Engulf. The Dragon swallows a creature it is grappling. To keep an unwilling creature down, the Dragon must make a concentration check when taking damage.
While engulfed, creatures are restrained and blinded, take 52 (8d12) Psychic and Acid damage at the start of each turn (DC 17 CON for half), and take half the damage dealt to the Dragon from outside.
The Dragon may Engulf 1 Creatures in this way.



Regeneration. The Dragon regains 25 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 vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.

Actions

Bite. Natural Weapon. +9 to hit.
Hit. 57 (8d12+5) Piercing and Necrotic damage, and is Grappled (DC 17).The dragon then makes 3x Claw attacks.

3x Claw Multiattack Natural Weapon. +9 to hit.
Hit. 19 (4d6+5) Slashing damage.

2x Tail Multiattack Natural Weapon. +9 to hit.
Hit. 27 (4d10+5) Bludgeoning damage, and the target must make a DC 17 STR save vs half the damage or be Grappled Failure by 5 or more and they are restrained.

Vampiric Bite. +9 to hit grappled creature.
Hit. 57 (8d12+5) Necrotic damage, and is Grappled (DC 17).The dragon then makes 3x Claw attacks.

Nightmare Breath (Recharge 5–6). The dragon exhales a dark cloud in a 70ft cone. Each creature in that area must make a DC 17 WIS Save. On a failed save, the creature takes 46 (7d12) Psychic damage, and it is Frightened by the dragon for 1 minute. (Half on Success and no Fear). A Firghtened creature can repeat the save at the end of each of its turns (up to three times), ending the effect on success.

4x Commanding Spores. The dragon releases spores around a creature within 35ft that it can see. The target must succeed on a DC 17 WIS save or use its reaction to make a melee weapon attack against a random creature within reach.
If no creatures are within reach, or the target can’t take a reaction, it takes 7 (1d12) Psychic damage.
Creatures Frightened by the dragon have disadvantage.

Legendary Actions

Legendary Resistance (OOO/day). When the Vampire Dragon fails a saving throw, it may choose to succeed instead.
Bossmode.The creature has as many Legendary Actions as it has remaining Resistances. One action = One attack. Full Round Action = 4 Actions.

Vampire Dragon

Vampire Dragon Huge Undead Dragon, Loot Value 1,500, Neutral Evil CR 16 15,000 xp

  • Armor class 17 (Natural+1)
  • Hit points 184 (16d12+80)
  • Speed Walk/Swim 40 ft.
    Burrow 30 ft.
    Fly 80 ft.
  • STR20 (+5)
  • DEX16 (+3)
  • CON20 (+5)
  • INT17 (+3)
  • WIS15 (+2)
  • CHA20 (+5)

Save Throws:STR +10, DEX +8, CON +10, WIS +7, CHA +10,

Skills:Athletics +10, Stealth +13, Percep. +12, Persuasion +10,

Damage Resistances:Necrotic, NM Physical

Senses:Blindsight 70ft., Darkvision 120ft., Psv Per 22, Bluff DC 17, Bribe DC 27, 1,500gp
Utility: Carry 1,200lbs., Push 2,400lbs.

Languages:Draconic, Undercommon, Any 2

Challenge:CR 16 (15,000 xp)

Regeneration. The Dragon regains 25 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 vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.

Actions

Bite. Natural Weapon. +10 to hit.
Hit. 49 (8d10+5) Piercing and Necrotic damage, and is Grappled (DC 18).The dragon then makes 3x Claw attacks.

3x Claw Multiattack Natural Weapon. +10 to hit.
Hit. 19 (4d6+5) Slashing damage.

2x Tail Multiattack Natural Weapon. +10 to hit.
Hit. 27 (4d10+5) Bludgeoning damage, and the target must make a DC 18 STR save vs half the damage or be Grappled Failure by 5 or more and they are restrained.

Vampiric Bite. +10 to hit grappled creature.
Hit. 49 (8d10+5) Necrotic damage, and is Grappled (DC 18).The dragon then makes 3x Claw attacks.

Nightmare Breath (Recharge 5–6). The dragon exhales a dark cloud in a 70ft cone. Each creature in that area must make a DC 18 WIS Save. On a failed save, the creature takes 39 (7d10) Psychic damage, and it is Frightened by the dragon for 1 minute. (Half on Success and no Fear). A Firghtened creature can repeat the save at the end of each of its turns (up to three times), ending the effect on success.

4x Commanding Spores. The dragon releases spores around a creature within 35ft that it can see. The target must succeed on a DC 18 WIS save or use its reaction to make a melee weapon attack against a random creature within reach.
If no creatures are within reach, or the target can’t take a reaction, it takes 6 (1d10) Psychic damage.
Creatures Frightened by the dragon have disadvantage.

Legendary Actions

Legendary Resistance (OOOO/day). When the Vampire Dragon fails a saving throw, it may choose to succeed instead.
Bossmode.The creature has as many Legendary Actions as it has remaining Resistances. One action = One attack. Full Round Action = 4 Actions.

Vampire Dragon

Vampire Dragon Huge Undead Dragon, Loot Value 1,500, Neutral Evil CR 15 13,000 xp

  • Armor class 16 (Natural)
  • Hit points 196 (17d12+85)
  • Speed Walk/Swim 40 ft.
    Burrow 30 ft.
    Fly 80 ft.
  • STR20 (+5)
  • DEX16 (+3)
  • CON20 (+5)
  • INT17 (+3)
  • WIS15 (+2)
  • CHA20 (+5)

Save Throws:DEX +7, WIS +6,

Skills:Athletics +9, Stealth +11, Perception +10, Persuasion +9,

Damage Resistances:Necrotic, NM Physical

Senses:Darkvision 100ft., Psv Per 20, Bluff DC 17, Bribe DC 25, 1kgp
Utility: Carry 1,200lbs., Push 2,400lbs.

Languages:Draconic, Undercommon, Any 2

Challenge:CR 15 (13,000 xp)

Vampiric Blood. When the dragon is below 98hp and it takes damage, the Dragon's blood creates a vampiric sphere of mist in a 10ft radius around it. Those that inhale the mist must make a DC 17 CON save or sacrifice a Hit Die in healing to the Dragon.

4x Engulf. The Dragon swallows a creature it is grappling. To keep an unwilling creature down, the Dragon must make a concentration check when taking damage.
While engulfed, creatures are restrained and blinded, take 46 (7d12) Psychic and Acid damage at the start of each turn (DC 17 CON for half), and take half the damage dealt to the Dragon from outside.
The Dragon may Engulf 1 Creatures in this way.



Regeneration. The Dragon regains 25 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 vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.

Actions

Bite. Natural Weapon. +9 to hit.
Hit. 51 (7d12+5) Piercing and Necrotic damage, and is Grappled (DC 17).The dragon then makes 3x Claw attacks.

3x Claw Multiattack Natural Weapon. +9 to hit.
Hit. 16 (3d6+5) Slashing damage.

2x Tail Multiattack Natural Weapon. +9 to hit.
Hit. 22 (3d10+5) Bludgeoning damage, and the target must make a DC 17 STR save vs half the damage or be Grappled Failure by 5 or more and they are restrained.

Vampiric Bite. +9 to hit grappled creature.
Hit. 51 (7d12+5) Necrotic damage, and is Grappled (DC 17).The dragon then makes 3x Claw attacks.

Nightmare Breath (Recharge 5–6). The dragon exhales a dark cloud in a 70ft cone. Each creature in that area must make a DC 17 WIS Save. On a failed save, the creature takes 46 (7d12) Psychic damage, and it is Frightened by the dragon for 1 minute. (Half on Success and no Fear). A Firghtened creature can repeat the save at the end of each of its turns (up to three times), ending the effect on success.

4x Commanding Spores. The dragon releases spores around a creature within 35ft that it can see. The target must succeed on a DC 17 WIS save or use its reaction to make a melee weapon attack against a random creature within reach.
If no creatures are within reach, or the target can’t take a reaction, it takes 7 (1d12) Psychic damage.
Creatures Frightened by the dragon have disadvantage.

Vampire Dragon

Vampire Dragon Huge Undead Dragon, Loot Value 4,500, Neutral Evil CR 18 20,000 xp

  • Armor class 17 (Natural+1)
  • Hit points 196 (17d12+85)
  • Speed Walk/Swim 40 ft.
    Burrow 30 ft.
    Fly 80 ft.
  • STR20 (+5)
  • DEX16 (+3)
  • CON20 (+5)
  • INT17 (+3)
  • WIS15 (+2)
  • CHA20 (+5)

Save Throws:STR +10, DEX +8, CON +10, WIS +7, CHA +10,

Skills:Athletics +10, Stealth +13, Percep. +12, Persuasion +10,

Damage Resistances:Necrotic, NM Physical

Senses:Blindsight 70ft., Darkvision 120ft., Psv Per 22, Bluff DC 17, Bribe DC 27, 4kgp
Utility: Carry 1,200lbs., Push 2,400lbs.

Languages:Draconic, Undercommon, Any 2

Challenge:CR 18 (20,000 xp)

Vampiric Blood. When the dragon is below 98hp and it takes damage, the Dragon's blood creates a vampiric sphere of mist in a 10ft radius around it. Those that inhale the mist must make a DC 18 CON save or sacrifice a Hit Die in healing to the Dragon.

4x Engulf. The Dragon swallows a creature it is grappling. To keep an unwilling creature down, the Dragon must make a concentration check when taking damage.
While engulfed, creatures are restrained and blinded, take 52 (8d12) Psychic and Acid damage at the start of each turn (DC 18 CON for half), and take half the damage dealt to the Dragon from outside.
The Dragon may Engulf 1 Creatures in this way.



Regeneration. The Dragon regains 25 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 vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.

Actions

Bite. Natural Weapon. +10 to hit.
Hit. 57 (8d12+5) Piercing and Necrotic damage, and is Grappled (DC 18).The dragon then makes 3x Claw attacks.

3x Claw Multiattack Natural Weapon. +10 to hit.
Hit. 19 (4d6+5) Slashing damage.

2x Tail Multiattack Natural Weapon. +10 to hit.
Hit. 27 (4d10+5) Bludgeoning damage, and the target must make a DC 18 STR save vs half the damage or be Grappled Failure by 5 or more and they are restrained.

Vampiric Bite. +10 to hit grappled creature.
Hit. 57 (8d12+5) Necrotic damage, and is Grappled (DC 18).The dragon then makes 3x Claw attacks.

Nightmare Breath (Recharge 5–6). The dragon exhales a dark cloud in a 70ft cone. Each creature in that area must make a DC 18 WIS Save. On a failed save, the creature takes 46 (7d12) Psychic damage, and it is Frightened by the dragon for 1 minute. (Half on Success and no Fear). A Firghtened creature can repeat the save at the end of each of its turns (up to three times), ending the effect on success.

4x Commanding Spores. The dragon releases spores around a creature within 35ft that it can see. The target must succeed on a DC 18 WIS save or use its reaction to make a melee weapon attack against a random creature within reach.
If no creatures are within reach, or the target can’t take a reaction, it takes 7 (1d12) Psychic damage.
Creatures Frightened by the dragon have disadvantage.

Vampire Dragon

Vampire Dragon Huge Undead Dragon, Loot Value 7,000, Neutral Evil CR 19 22,000 xp

  • Armor class 18 (Natural+2)
  • Hit points 207 (18d12+90)
  • Speed Walk/Swim 40 ft.
    Burrow 30 ft.
    Fly 80 ft.
  • STR26 (+8)
  • DEX16 (+3)
  • CON21 (+5)
  • INT17 (+3)
  • WIS15 (+2)
  • CHA21 (+5)

Save Throws:STR +14, DEX +9, CON +11, WIS +8, CHA +11,

Skills:Athletics +14, Stealth +15, Percep. +14, Persuasion +11,

Damage Resistances:Necrotic, NM Physical

Senses:Blindsight 80ft., Darkvision 140ft., Psv Per 24, Bluff DC 17, Bribe DC 29, 6kgp
Utility: Carry 1,560lbs., Push 3,120lbs.

Languages:Draconic, Undercommon, Any 2

Challenge:CR 19 (22,000 xp)

4x Engulf. The Dragon swallows a creature it is grappling. To keep an unwilling creature down, the Dragon must make a concentration check when taking damage.
While engulfed, creatures are restrained and blinded, take 52 (8d12) Psychic and Acid damage at the start of each turn (DC 19 CON for half), and take half the damage dealt to the Dragon from outside.
The Dragon may Engulf 1 Creatures in this way.



Regeneration. The Dragon regains 25 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 vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.

Actions

Bite. Natural Weapon. +14 to hit.
Hit. 60 (8d12+8) Piercing and Necrotic damage, and is Grappled (DC 22).The dragon then makes 3x Claw attacks.

3x Claw Multiattack Natural Weapon. +14 to hit.
Hit. 22 (4d6+8) Slashing damage.

2x Tail Multiattack Natural Weapon. +14 to hit.
Hit. 30 (4d10+8) Bludgeoning damage, and the target must make a DC 22 STR save vs half the damage or be Grappled Failure by 5 or more and they are restrained.

Vampiric Bite. +14 to hit grappled creature.
Hit. 60 (8d12+8) Necrotic damage, and is Grappled (DC 22).The dragon then makes 3x Claw attacks.

Nightmare Breath (Recharge 5–6). The dragon exhales a dark cloud in a 70ft cone. Each creature in that area must make a DC 19 WIS Save. On a failed save, the creature takes 52 (8d12) Psychic damage, and it is Frightened by the dragon for 1 minute. (Half on Success and no Fear). A Firghtened creature can repeat the save at the end of each of its turns (up to three times), ending the effect on success.

4x Commanding Spores. The dragon releases spores around a creature within 35ft that it can see. The target must succeed on a DC 19 WIS save or use its reaction to make a melee weapon attack against a random creature within reach.
If no creatures are within reach, or the target can’t take a reaction, it takes 7 (1d12) Psychic damage.
Creatures Frightened by the dragon have disadvantage.

Vampire Dragon

Vampire Dragon Huge Undead Dragon, Loot Value 9,500, Neutral Evil CR 20 25,000 xp

  • Armor class 19 (Natural+2)
  • Hit points 207 (18d12+90)
  • Speed Walk/Swim 40 ft.
    Burrow 30 ft.
    Fly 80 ft.
  • STR21 (+5)
  • DEX19 (+4)
  • CON20 (+5)
  • INT17 (+3)
  • WIS15 (+2)
  • CHA21 (+5)

Save Throws:STR +11, DEX +10, CON +11, WIS +8, CHA +11,

Skills:Athletics +11, Stealth +16, Percep. +14, Persuasion +11,

Damage Resistances:Necrotic, NM Physical

Senses:Blindsight 80ft., Darkvision 140ft., Psv Per 24, Bluff DC 17, Bribe DC 29, 8kgp
Utility: Carry 1,260lbs., Push 2,520lbs.

Languages:Draconic, Undercommon, Any 2

Challenge:CR 20 (25,000 xp)

Vampiric Blood. When the dragon is below 104hp and it takes damage, the Dragon's blood creates a vampiric sphere of mist in a 10ft radius around it. Those that inhale the mist must make a DC 19 CON save or sacrifice a Hit Die in healing to the Dragon.

4x Engulf. The Dragon swallows a creature it is grappling. To keep an unwilling creature down, the Dragon must make a concentration check when taking damage.
While engulfed, creatures are restrained and blinded, take 52 (8d12) Psychic and Acid damage at the start of each turn (DC 19 CON for half), and take half the damage dealt to the Dragon from outside.
The Dragon may Engulf 1 Creatures in this way.



Regeneration. The Dragon regains 25 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 vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.

Spell Resistance. The Dragon has advantage on saving throws vs spells.

Actions

Bite. Natural Weapon. +11 to hit.
Hit. 57 (8d12+5) Piercing and Necrotic damage, and is Grappled (DC 19).The dragon then makes 3x Claw attacks.

3x Claw Multiattack Natural Weapon. +11 to hit.
Hit. 19 (4d6+5) Slashing damage.

2x Tail Multiattack Natural Weapon. +11 to hit.
Hit. 27 (4d10+5) Bludgeoning damage, and the target must make a DC 19 STR save vs half the damage or be Grappled Failure by 5 or more and they are restrained.

Vampiric Bite. +11 to hit grappled creature.
Hit. 57 (8d12+5) Necrotic damage, and is Grappled (DC 19).The dragon then makes 3x Claw attacks.

Nightmare Breath (Recharge 5–6). The dragon exhales a dark cloud in a 70ft cone. Each creature in that area must make a DC 19 WIS Save. On a failed save, the creature takes 52 (8d12) Psychic damage, and it is Frightened by the dragon for 1 minute. (Half on Success and no Fear). A Firghtened creature can repeat the save at the end of each of its turns (up to three times), ending the effect on success.

4x Commanding Spores. The dragon releases spores around a creature within 35ft that it can see. The target must succeed on a DC 19 WIS save or use its reaction to make a melee weapon attack against a random creature within reach.
If no creatures are within reach, or the target can’t take a reaction, it takes 7 (1d12) Psychic damage.
Creatures Frightened by the dragon have disadvantage.

Vampire Dragon

Vampire Dragon Huge Undead Dragon, Loot Value 10,000, Neutral Evil CR 21 33,000 xp

  • Armor class 19 (Natural+2)
  • Hit points 230 (20d12+100)
  • Speed Walk/Swim 40 ft.
    Burrow 30 ft.
    Fly 80 ft.
  • STR23 (+6)
  • DEX19 (+4)
  • CON20 (+5)
  • INT18 (+4)
  • WIS16 (+3)
  • CHA23 (+6)

Save Throws:STR +12, DEX +10, CON +11, WIS +9, CHA +12,

Skills:Athletics +12, Stealth +16, Percep. +15, Persuasion +12,

Damage Resistances:Necrotic, NM Physical

Senses:Blindsight 80ft., Darkvision 140ft., Psv Per 25, Bluff DC 19, Bribe DC 31, 9kgp
Utility: Carry 1,380lbs., Push 2,760lbs.

Languages:Draconic, Undercommon, Any 3

Challenge:CR 21 (33,000 xp)

4x Engulf. The Dragon swallows a creature it is grappling. To keep an unwilling creature down, the Dragon must make a concentration check when taking damage.
While engulfed, creatures are restrained and blinded, take 52 (8d12) Psychic and Acid damage at the start of each turn (DC 19 CON for half), and take half the damage dealt to the Dragon from outside.
The Dragon may Engulf 1 Creatures in this way.



Regeneration. The Dragon regains 25 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 vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.

Actions

Bite. Natural Weapon. +12 to hit.
Hit. 58 (8d12+6) Piercing and Necrotic damage, and is Grappled (DC 20).The dragon then makes 3x Claw attacks.

3x Claw Multiattack Natural Weapon. +12 to hit.
Hit. 20 (4d6+6) Slashing damage.

2x Tail Multiattack Natural Weapon. +12 to hit.
Hit. 28 (4d10+6) Bludgeoning damage, and the target must make a DC 20 STR save vs half the damage or be Grappled Failure by 5 or more and they are restrained.

Vampiric Bite. +12 to hit grappled creature.
Hit. 58 (8d12+6) Necrotic damage, and is Grappled (DC 20).The dragon then makes 3x Claw attacks.

Nightmare Breath (Recharge 5–6). The dragon exhales a dark cloud in a 70ft cone. Each creature in that area must make a DC 20 WIS Save. On a failed save, the creature takes 52 (8d12) Psychic damage, and it is Frightened by the dragon for 1 minute. (Half on Success and no Fear). A Firghtened creature can repeat the save at the end of each of its turns (up to three times), ending the effect on success.

4x Commanding Spores. The dragon releases spores around a creature within 35ft that it can see. The target must succeed on a DC 20 WIS save or use its reaction to make a melee weapon attack against a random creature within reach.
If no creatures are within reach, or the target can’t take a reaction, it takes 7 (1d12) Psychic damage.
Creatures Frightened by the dragon have disadvantage.

Vampire Dragon

Vampire Dragon Gargantuan Undead Dragon, Loot Value 15,000, Neutral Evil CR 22 41,000 xp

  • Armor class 18 (Natural+2)
  • Hit points 279 (18d20+90)
  • Speed Walk/Swim 40 ft.
    Burrow 30 ft.
    Fly 80 ft.
  • STR24 (+7)
  • DEX16 (+3)
  • CON20 (+5)
  • INT17 (+3)
  • WIS15 (+2)
  • CHA21 (+5)

Save Throws:STR +13, DEX +9, CON +11, WIS +8, CHA +11,

Skills:Athletics +13, Stealth +15, Percep. +14, Persuasion +11,

Damage Resistances:Necrotic, NM Physical

Senses:Blindsight 80ft., Darkvision 140ft., Psv Per 24, Bluff DC 17, Bribe DC 29, 15kgp
Utility: Carry 1,440lbs., Push 2,880lbs.

Languages:Draconic, Undercommon, Any 2

Challenge:CR 22 (41,000 xp)

Actions

Bite. Natural Weapon. +13 to hit.
Hit. 72 (10d12+7) Piercing and Necrotic damage.The dragon then makes 4x Claw attacks.

4x Claw Multiattack Natural Weapon. +13 to hit.
Hit. 25 (5d6+7) Slashing damage.

3x Tail Multiattack Natural Weapon. +13 to hit.
Hit. 35 (5d10+7) Bludgeoning damage, and the target must make a DC 21 STR save vs half the damage or be Grappled Failure by 5 or more and they are restrained.

Vampiric Bite. +13 to hit grappled creature.
Hit. 72 (10d12+7) Necrotic damage.The dragon then makes 4x Claw attacks.

Nightmare Breath (Recharge 5–6). The dragon exhales a dark cloud in a 70ft cone. Each creature in that area must make a DC 19 WIS Save. On a failed save, the creature takes 52 (8d12) Psychic damage, and it is Frightened by the dragon for 1 minute. (Half on Success and no Fear). A Firghtened creature can repeat the save at the end of each of its turns (up to three times), ending the effect on success.

5x Commanding Spores. The dragon releases spores around a creature within 35ft that it can see. The target must succeed on a DC 19 WIS save or use its reaction to make a melee weapon attack against a random creature within reach.
If no creatures are within reach, or the target can’t take a reaction, it takes 7 (1d12) Psychic damage.
Creatures Frightened by the dragon have disadvantage.

Vampire Dragon

Vampire Dragon Gargantuan Undead Dragon, Loot Value 15,000, Neutral Evil CR 23 50,000 xp

  • Armor class 19 (Natural+2)
  • Hit points 279 (18d20+90)
  • Speed Walk/Swim 40 ft.
    Burrow 30 ft.
    Fly 80 ft.
  • STR21 (+5)
  • DEX19 (+4)
  • CON20 (+5)
  • INT17 (+3)
  • WIS15 (+2)
  • CHA21 (+5)

Save Throws:STR +11, DEX +10, CON +11, WIS +8, CHA +11,

Skills:Athletics +11, Stealth +16, Percep. +14, Persuasion +11,

Damage Resistances:Necrotic, NM Physical

Senses:Blindsight 80ft., Darkvision 140ft., Psv Per 24, Bluff DC 17, Bribe DC 29, 15kgp
Utility: Carry 1,260lbs., Push 2,520lbs.

Languages:Draconic, Undercommon, Any 2

Challenge:CR 23 (50,000 xp)

Vampiric Blood. When the dragon is below 140hp and it takes damage, the Dragon's blood creates a vampiric sphere of mist in a 10ft radius around it. Those that inhale the mist must make a DC 19 CON save or sacrifice a Hit Die in healing to the Dragon.

5x Engulf. The Dragon swallows a creature it is grappling. To keep an unwilling creature down, the Dragon must make a concentration check when taking damage.
While engulfed, creatures are restrained and blinded, take 59 (9d12) Psychic and Acid damage at the start of each turn (DC 19 CON for half), and take half the damage dealt to the Dragon from outside.
The Dragon may Engulf 2 Creatures in this way.



Regeneration. The Dragon regains 25 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 vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.

Spell Resistance. The Dragon has advantage on saving throws vs spells.

Actions

Bite. Natural Weapon. +11 to hit.
Hit. 64 (9d12+5) Piercing and Necrotic damage, and is Grappled (DC 19).The dragon then makes 4x Claw attacks.

4x Claw Multiattack Natural Weapon. +11 to hit.
Hit. 19 (4d6+5) Slashing damage.

3x Tail Multiattack Natural Weapon. +11 to hit.
Hit. 27 (4d10+5) Bludgeoning damage, and the target must make a DC 19 STR save vs half the damage or be Grappled Failure by 5 or more and they are restrained.

Vampiric Bite. +11 to hit grappled creature.
Hit. 64 (9d12+5) Necrotic damage, and is Grappled (DC 19).The dragon then makes 4x Claw attacks.

Nightmare Breath (Recharge 5–6). The dragon exhales a dark cloud in a 70ft cone. Each creature in that area must make a DC 19 WIS Save. On a failed save, the creature takes 52 (8d12) Psychic damage, and it is Frightened by the dragon for 1 minute. (Half on Success and no Fear). A Firghtened creature can repeat the save at the end of each of its turns (up to three times), ending the effect on success.

5x Commanding Spores. The dragon releases spores around a creature within 35ft that it can see. The target must succeed on a DC 19 WIS save or use its reaction to make a melee weapon attack against a random creature within reach.
If no creatures are within reach, or the target can’t take a reaction, it takes 7 (1d12) Psychic damage.
Creatures Frightened by the dragon have disadvantage.

Vampire Dragon

Vampire Dragon Gargantuan Undead Dragon, Loot Value 20,000, Neutral Evil CR 24 62,000 xp

  • Armor class 19 (Natural+2)
  • Hit points 319 (22d20+88)
  • Speed Walk/Swim 40 ft.
    Burrow 30 ft.
    Fly 80 ft.
  • STR24 (+7)
  • DEX18 (+4)
  • CON18 (+4)
  • INT18 (+4)
  • WIS16 (+3)
  • CHA24 (+7)

Save Throws:STR +13, DEX +10, CON +10, WIS +9, CHA +13,

Skills:Athletics +13, Stealth +16, Percep. +15, Deception +13, Persuasion +13,

Damage Resistances:Necrotic, NM Physical

Senses:Blindsight 80ft., Darkvision 140ft., Psv Per 25, Bluff DC 20, Bribe DC 32, 20kgp
Utility: Carry 1,440lbs., Push 2,880lbs.

Languages:Draconic, Undercommon, Any 3

Challenge:CR 24 (62,000 xp)

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 or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.

Actions

Bite. Natural Weapon. +13 to hit.
Hit. 66 (9d12+7) Piercing and Necrotic damage, and is Grappled (DC 21).The dragon then makes 3x Claw attacks.

3x Claw Multiattack Natural Weapon. +13 to hit.
Hit. 25 (5d6+7) Slashing damage.

2x Tail Multiattack Natural Weapon. +13 to hit.
Hit. 35 (5d10+7) Bludgeoning damage, and the target must make a DC 21 STR save vs half the damage or be Grappled Failure by 5 or more and they are restrained.

Vampiric Bite. +13 to hit grappled creature.
Hit. 66 (9d12+7) Necrotic damage, and is Grappled (DC 21).The dragon then makes 3x Claw attacks.

Nightmare Breath (Recharge 5–6). The dragon exhales a dark cloud in a 60ft cone. Each creature in that area must make a DC 21 WIS Save. On a failed save, the creature takes 52 (8d12) Psychic damage, and it is Frightened by the dragon for 1 minute. (Half on Success and no Fear). A Firghtened creature can repeat the save at the end of each of its turns (up to three times), ending the effect on success.

4x Commanding Spores. The dragon releases spores around a creature within 30ft that it can see. The target must succeed on a DC 21 WIS save or use its reaction to make a melee weapon attack against a random creature within reach.
If no creatures are within reach, or the target can’t take a reaction, it takes 13 (2d12) Psychic damage.
Creatures Frightened by the dragon have disadvantage.

Vampire Dragon

Vampire Dragon Gargantuan Undead Dragon, Loot Value 20,000, Neutral Evil CR 25 77,500 xp

  • Armor class 21 (Natural+3)
  • Hit points 319 (22d20+88)
  • Speed Walk/Swim 40 ft.
    Burrow 30 ft.
    Fly 80 ft.
  • STR24 (+7)
  • DEX20 (+5)
  • CON18 (+4)
  • INT18 (+4)
  • WIS16 (+3)
  • CHA24 (+7)

Save Throws:STR +14, DEX +12, CON +11, WIS +10, CHA +14,

Skills:Athletics +14, Stealth +19, Percep. +17, Deception +14, Persuasion +14,

Damage Resistances:Necrotic, NM Physical

Senses:Blindsight 90ft., Darkvision 160ft., Psv Per 27, Bluff DC 20, Bribe DC 34, 20kgp
Utility: Carry 1,440lbs., Push 2,880lbs.

Languages:Draconic, Undercommon, Any 3

Challenge:CR 25 (77,500 xp)

5x Engulf. The Dragon swallows a creature it is grappling. To keep an unwilling creature down, the Dragon must make a concentration check when taking damage.
While engulfed, creatures are restrained and blinded, take 65 (10d12) Psychic and Acid damage at the start of each turn (DC 19 CON for half), and take half the damage dealt to the Dragon from outside.
The Dragon may Engulf 2 Creatures in this way.



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 or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.

Actions

Bite. Natural Weapon. +14 to hit.
Hit. 66 (9d12+7) Piercing and Necrotic damage, and is Grappled (DC 22).The dragon then makes 4x Claw attacks.

4x Claw Multiattack Natural Weapon. +14 to hit.
Hit. 21 (4d6+7) Slashing damage.

3x Tail Multiattack Natural Weapon. +14 to hit.
Hit. 29 (4d10+7) Bludgeoning damage, and the target must make a DC 22 STR save vs half the damage or be Grappled Failure by 5 or more and they are restrained.

Vampiric Bite. +14 to hit grappled creature.
Hit. 66 (9d12+7) Necrotic damage, and is Grappled (DC 22).The dragon then makes 4x Claw attacks.

Nightmare Breath (Recharge 5–6). The dragon exhales a dark cloud in a 60ft cone. Each creature in that area must make a DC 22 WIS Save. On a failed save, the creature takes 52 (8d12) Psychic damage, and it is Frightened by the dragon for 1 minute. (Half on Success and no Fear). A Firghtened creature can repeat the save at the end of each of its turns (up to three times), ending the effect on success.

5x Commanding Spores. The dragon releases spores around a creature within 30ft that it can see. The target must succeed on a DC 22 WIS save or use its reaction to make a melee weapon attack against a random creature within reach.
If no creatures are within reach, or the target can’t take a reaction, it takes 13 (2d12) Psychic damage.
Creatures Frightened by the dragon have disadvantage.

Vampire Dragon

Vampire Dragon Gargantuan Undead Dragon, Loot Value 25,000, Neutral Evil CR 26 93,000 xp

  • Armor class 21 (Natural+3)
  • Hit points 348 (24d20+96)
  • Speed Walk/Swim 40 ft.
    Burrow 30 ft.
    Fly 80 ft.
  • STR26 (+8)
  • DEX20 (+5)
  • CON18 (+4)
  • INT19 (+4)
  • WIS16 (+3)
  • CHA26 (+8)

Save Throws:STR +15, DEX +12, CON +11, WIS +10, CHA +15,

Skills:Athletics +15, Stealth +19, Percep. +17, Deception +15, Persuasion +15,

Damage Resistances:Necrotic, NM Physical

Senses:Blindsight 90ft., Darkvision 160ft., Psv Per 27, Bluff DC 21, Bribe DC 35, 25kgp
Utility: Carry 1,560lbs., Push 3,120lbs.

Languages:Draconic, Undercommon, Any 3

Challenge:CR 26 (93,000 xp)

Actions

Bite. Natural Weapon. +15 to hit.
Hit. 80 (11d12+8) Piercing and Necrotic damage.The dragon then makes 4x Claw attacks.

4x Claw Multiattack Natural Weapon. +15 to hit.
Hit. 29 (6d6+8) Slashing damage.

3x Tail Multiattack Natural Weapon. +15 to hit.
Hit. 41 (6d10+8) Bludgeoning damage, and the target must make a DC 23 STR save vs half the damage or be Grappled Failure by 5 or more and they are restrained.

Vampiric Bite. +15 to hit grappled creature.
Hit. 80 (11d12+8) Necrotic damage.The dragon then makes 4x Claw attacks.

Nightmare Breath (Recharge 5–6). The dragon exhales a dark cloud in a 60ft cone. Each creature in that area must make a DC 23 WIS Save. On a failed save, the creature takes 52 (8d12) Psychic damage, and it is Frightened by the dragon for 1 minute. (Half on Success and no Fear). A Firghtened creature can repeat the save at the end of each of its turns (up to three times), ending the effect on success.

5x Commanding Spores. The dragon releases spores around a creature within 30ft that it can see. The target must succeed on a DC 23 WIS save or use its reaction to make a melee weapon attack against a random creature within reach.
If no creatures are within reach, or the target can’t take a reaction, it takes 13 (2d12) Psychic damage.
Creatures Frightened by the dragon have disadvantage.

Vampire Dragon

Vampire Dragon Gargantuan Undead Dragon, Loot Value 25,000, Neutral Evil CR 27 108,500 xp

  • Armor class 21 (Natural+3)
  • Hit points 363 (22d20+132)
  • Speed Walk/Swim 40 ft.
    Burrow 30 ft.
    Fly 80 ft.
  • STR24 (+7)
  • DEX20 (+5)
  • CON22 (+6)
  • INT18 (+4)
  • WIS16 (+3)
  • CHA24 (+7)

Save Throws:STR +14, DEX +12, CON +13, WIS +10, CHA +14,

Skills:Athletics +14, Stealth +19, Percep. +17, Deception +14, Persuasion +14,

Damage Resistances:Necrotic, NM Physical

Senses:Blindsight 90ft., Darkvision 160ft., Psv Per 27, Bluff DC 20, Bribe DC 34, 25kgp
Utility: Carry 1,440lbs., Push 2,880lbs.

Languages:Draconic, Undercommon, Any 3

Challenge:CR 27 (108,500 xp)

5x Engulf. The Dragon swallows a creature it is grappling. To keep an unwilling creature down, the Dragon must make a concentration check when taking damage.
While engulfed, creatures are restrained and blinded, take 72 (11d12) Psychic and Acid damage at the start of each turn (DC 21 CON for half), and take half the damage dealt to the Dragon from outside.
The Dragon may Engulf 2 Creatures in this way.



Regeneration. The Dragon regains 30 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 vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.

Actions

Bite. Natural Weapon. +14 to hit.
Hit. 72 (10d12+7) Piercing and Necrotic damage, and is Grappled (DC 22).The dragon then makes 4x Claw attacks.

4x Claw Multiattack Natural Weapon. +14 to hit.
Hit. 25 (5d6+7) Slashing damage.

3x Tail Multiattack Natural Weapon. +14 to hit.
Hit. 35 (5d10+7) Bludgeoning damage, and the target must make a DC 22 STR save vs half the damage or be Grappled Failure by 5 or more and they are restrained.

Vampiric Bite. +14 to hit grappled creature.
Hit. 72 (10d12+7) Necrotic damage, and is Grappled (DC 22).The dragon then makes 4x Claw attacks.

Nightmare Breath (Recharge 5–6). The dragon exhales a dark cloud in a 80ft cone. Each creature in that area must make a DC 22 WIS Save. On a failed save, the creature takes 65 (10d12) Psychic damage, and it is Frightened by the dragon for 1 minute. (Half on Success and no Fear). A Firghtened creature can repeat the save at the end of each of its turns (up to three times), ending the effect on success.

5x Commanding Spores. The dragon releases spores around a creature within 40ft that it can see. The target must succeed on a DC 22 WIS save or use its reaction to make a melee weapon attack against a random creature within reach.
If no creatures are within reach, or the target can’t take a reaction, it takes 13 (2d12) Psychic damage.
Creatures Frightened by the dragon have disadvantage.