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Strong Fang

Long ago, Strong Fang ruled the swamp as a living green dragon, extorting tribute from valley clans and mountain caravans. It was slain by a coalition of hunters, priests, and rival monsters, but death did not take it. Something in the valley's warm buried springs and the dragon's own obsessive will let a vampiric curse take hold in the corpse. It rose again with a stranger hunger, no longer content with tribute alone. Now it is a lord of rot and red thirst, preserving its courtly pride even as it drinks the life from the land. Its name is spoken carefully, because those who say it too loudly sometimes vanish before the next sunrise.

GargantuanDragon(Undead)CR CR 22Lawful Evil

Strong Fang

dragonundeadvampireswampsolo bossancientpoisonnecrotic
HP425AC20SPDwalk 40 ft., fly 80 ft., swim 40 ft., climb 20 ft. in wet roots and stoneCRCR 22PerceptionStealthIntimidationSurvival
STR
28
DEX
12
save
CON
25
save
INT
20
WIS
18
save
CHA
22
save
Legendary Resistance (3/Day). Strong Fang's natural weapons are magical. It has advantage on saving throws against spells and other magical effects.
Sanguine Regeneration. At the start of each of its turns, Strong Fang regains 20 hit points if it has at least 1 hit point and isn't in sunlight or within the area of a spell or effect that deals radiant damage. If Strong Fang takes radiant damage, this trait doesn't function until the start of its next turn.
Amphibious. Strong Fang can breathe air and water.
Frightful Presence. Any creature that starts its turn within 10 feet of Strong Fang while it is flying must succeed on a Wisdom saving throw or be frightened until the start of that creature's next turn. A creature that succeeds is immune to this Frightful Presence for 24 hours.
Predator's Rebound. When Strong Fang reduces a creature to 0 hit points with Bite or Blood Drain, it can immediately move up to half its speed and make one Claw attack against a different creature.
Bite. Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: 20 () piercing damage plus 10 () necrotic damage. If the target is Large or smaller, it must succeed on a Strength saving throw or be grappled (escape ). Until this grapple ends, the target is restrained, and Strong Fang can't bite another target.
Claw. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 16 () slashing damage plus 7 () necrotic damage.
Tail. Melee Weapon Attack: to hit, reach 20 ft., one target. Hit: 18 () bludgeoning damage, and the target must succeed on a Strength saving throw or be knocked prone.
Poison and Gravefog Breath. Strong Fang exhales viridian gravefog in a 90-foot cone. Each creature in that area must make a Dexterity saving throw, taking 70 () poison damage and 35 () necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails the save is also poisoned until the end of its next turn. Strong Fang can't use this breath weapon again until it finishes a short or long rest.
Blood Drain. One creature grappled by Strong Fang must succeed on a Constitution saving throw or take 27 () necrotic damage, and Strong Fang regains hit points equal to half the necrotic damage dealt.
Unholy Slip. When a creature Strong Fang can see hits it with a melee attack, Strong Fang reduces the damage by 15 and may move up to 10 feet without provoking opportunity attacks if it is in dim light, darkness, swamp water, or heavy fog.
Detect. Strong Fang makes a Wisdom (Perception) check or uses one of its senses to detect hidden creatures.
Tail Attack. Strong Fang makes one tail attack.
Mire Glide (Costs 2 Actions). Strong Fang moves up to half its speed without provoking opportunity attacks. It can move through swamp water, reeds, and creature spaces of Medium or smaller creatures during this movement.
Night Terror (Costs 2 Actions). Strong Fang forces one creature it can see within 30 feet to make a Wisdom saving throw or become frightened until the end of the creature's next turn.
Savage Feed (Costs 3 Actions). Strong Fang makes one Bite attack. If the attack hits a grappled creature, it also uses Blood Drain if available.
Cantrips
Innate SpellcastingTransmutation Strong Fang can cast each of the following without material components, using Charisma as its spellcasting ability. It can cast misty step 3/day, dimension door 1/day, and suggestion 3/day.
Mire VeilConjuration Heavily obscures a 20-foot-radius sphere of swamp mist centered on a point Strong Fang can see within 120 feet until the end of its next turn.
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