Blight Dragon (5e Creature)

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Blight Dragon[edit]

Huge dragon, neutral evil


Armor Class 17 (natural armour)
Hit Points 168 (16d12 + 64)
Speed 30 ft., fly 30 ft.


STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 18 (+4) 11 (+0) 15 (+2) 15 (+2)

Saving Throws Str +11, Wis +7, Cha +7
Skills Deception +12, Intimidation +12, Perception +7
Proficiency Bonus +5
Damage Vulnerabilities radiant
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities necrotic, poison
Condition Immunities charmed, frightened, poisoned
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17
Languages Abyssal, Common, Draconic
Challenge 16 (15,000 XP)


Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 15). The night dragon can cast the following spells innately, requiring no material components:

At will: darkness, minor illusion
3/day each: charm person, dream, sleep
1/day each: blight, circle of death, contagion, dominate person

Legendary Resistance (1/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS

Multiattack. The dragon can use its Nightmarish Countenance. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) necrotic damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Nightmarish Countenance. Each creature within 60 feet of the dragon that can see it must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this dragon's Nightmarish Countenance for the next 24 hours.

Shadow Breath (Recharge 5-6). The dragon exhales shadowy energy in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 63 (18d6) necrotic damage on a failed save, or half as much damage on a successful one.


LEGENDARY ACTIONS

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Vile arcane rituals can transform night dragon eggs into blight dragon eggs. Blight dragons are far larger than night dragons, and they look like brutishly malformed night dragons. However, blight dragons can breed amongst themselves, giving rise to a new variety of wicked dragon.

Domineering and Vile. Blight dragons lust for power and control, and treat humanoids as little better than chattel to be enslaved or devoured as they see fit. They even see other dragons as potential servants, capturing lesser dragons and forcing them into servitude, and a blight dragon that is especially powerful might even enslave a young chromatic or metallic dragon.
Above all else, however, blight dragons love to control humanoid kingdoms, which they rule as tyrants, killing all who disobey and starting wars for the most trivial of reasons.

Deep Dragons. Blight dragons prefer to dwell underground in vast caverns, away from the light of the sun, for its touch is anathema to them.
What lesser night dragons seek to avoid, however, blight dragons seek to control, and so lair as close as they possibly can to humanoid settlements, often taking a large sewer or abandoned basement as its lair, waiting for the perfect opportunity to strike out and control its neighbours.

Selfish Conquerors. A blight dragon endlessly seeks to add treasures to its hoard, typically the former belongings of slaves, though it most covets the treasures of enemy nations. A mighty blight dragon might count the gem-encrusted throne of a conquered nation or the magical greatsword of that nation's greatest champion among its most prized possessions, displaying them with pride. It might refrain from devouring a particularly tenacious enemy to have them petrified. It then displays the statue, usually equipping it with its possessions from life, for they see bested foes as the greatest of treasures, sometimes going to great lengths to avoid killing a hated enemy just for the sick pleasure of mocking them.

A Blight Dragon's Lair

Blight dragons lurk underground, away from the sunlight. A blight dragon's lair is a foul cave or ruin that the sun's light cannot reach and where it can watch over its slaves and nearby humanoid settlements. Throughout the lair, the remains of the dragon's meals can be found, though any treasure they carried is spirited away by the dragon and kept somewhere safe, like a large cavern that can only be reached by flying creatures or massive vault protected by underlings.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

  • A corpse within 60 feet of the dragon grows shadowy tendrils and lashes out at nearby creatures. Each creature of the dragon's choice within 5 feet of the corpse must make a DC 15 Dexterity saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one.
  • The dragon creates an opaque wall of shadow that is up to 20 feet long, 30 feet high, and 2 feet thick. The wall cannot be destroyed or penetrated by nonmagical means, but if any of its area overlaps with magical light created by a spell of 2nd level or higher, the entire wall disappears. The wall also disappears if the dragon dismisses it as a bonus action, uses this lair action again, or dies.
  • Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of the effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Regional Effects

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

  • A humanoid that completes a long rest within 1 mile of the lair must make a DC 15 Wisdom saving throw. If it fails its save, the dragon is magically made aware of its presence, and as long as it is within 1 mile of the lair, the dragon knows the most direct path to reach its general location. If an affected creature moves further than 1 mile away from the lair, the effect ends. A creature that succeeds on its saving throw is immune to this effect for one week.
  • Shadows within the lair seem unusually gaunt and occasionally move of their own accord.

If the dragon dies, these effects end immediately.

Variant: Blight Dragon Shapechangers

Some blight dragons have the ability to change their shapes to appear humanoid. In a humanoid form, the blight dragon invariably looks brutish and aged, and those around it are filled with a sense of unnatural dread. Such a blight dragon has the following action option.
Change Shape. The dragon magically polymorphs into a Small or Medium humanoid, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

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