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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 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.
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.
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 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.