b'Dreadwyrm \n'b'  Gargantuan   undead  (shapechanger),  lawful evil  \n'b'  Armor Class  20 \n'b' Hit Points  906 (49d20 + 392) \n'b' Speed  50 ft., climb 30 ft., fly 120 ft.\n'b' STATS STR: 24 (+7) DEX:  30 (+10)  CON:  27 (+8)  INT:  19 (+4)  WIS:  23 (+6)  CHA:  29 (+9)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +19,  Int  +13,  Wis  +15,  Cha  +18 \n'b' Skills   Insight  +15,  Intimidation  +18,  Perception  +15,  Persuasion  +18,  Stealth  +19 \n'b' Damage Resistances  cold; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities  necrotic, poison \n'b' Condition Immunities   poisoned ,  stunned  \n'b' Senses  blindsight 60 ft.,  darkvision  120 ft., passive  Perception  25 \n'b' Languages  the languages it knew in life \n'b' Challenge  29 (135,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Dread Hoard . When the dreadwyrm is slain, its body and everything it is carrying is reduced to ashes. The body of the dreadwyrm then immediately appears atop its hoard, and if removed vanishes and reappears atop the hoard within 1 hour. Over the course of 72 hours while its body remains atop the hoard, the dreadwyrm is restored to \xe2\x80\x9clife\xe2\x80\x9d at its hit point maximum. If the dreadwyrm\xe2\x80\x99s head is removed by a silver blade, its heart pierced by a wooden stake, and its remains immersed in holy water, the effect ends and the dreadwyrm is permanently destroyed. \n'b'  Mythic Resistance . When the dreadwyrm fails a saving throw, it can expend one of its unspent legendary actions to succeed instead. \n'b'  Shapechanger . If the dreadwyrm isn\xe2\x80\x99t in sunlight or running water, it can use its bonus action to  polymorph  into a beast of challenge rating 15 or lower, a gargantuan cloud of  darkness , a humanoid creature, or back into its true form. While in the shape of a beast or humanoid, the vampire gains  temporary hit points  equal to the form\xe2\x80\x99s hit point maximum, which cannot be replaced by  temporary hit points  from another source unless the vampire allows it. Additionally, its statistics other than the creature\xe2\x80\x99s  Strength ,  Dexterity , and  Constitution  are unchanged, and everything it is wearing becomes a part of its new form. This effect ends early if the  temporary hit points  granted by the form are reduced to 0, in which case the dreadwyrm can\xe2\x80\x99t transform into a beast or humanoid using this feature again for 24 hours. While in  darkness  form, the dreadwyrm can\xe2\x80\x99t take any  actions  other than using its Shapechanger feature, speaking, or manipulating objects. It is weightless and has a flying speed of 60 feet (hover) and can enter a hostile creature\xe2\x80\x99s space and stop there. In addition, if air can pass through a space, the darkness can do so without squeezing, and it can\xe2\x80\x99t pass through water. Finally, while in this form the dreadwyrm has advantage on  Strength ,  Dexterity , and  Constitution  saving throws and is immune to all damage for as long as it is not exposed to  daylight . \n'b'  Vampire Nobility7 . The dreadwyrm is not subject to the weaknesses suffered by ordinary  vampires . When the dreadwyrm would suffer a weakness that would affect ordinary  vampires , it instead has disadvantage on  attack  rolls, saving throws, and ability checks for 1 hour or until it is not exposed to that weakness, whichever comes first. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The dreadwyrm can makes three attacks: one with its bite and two with its claws. In lieu of making a bite  attack  in this manner, the dragon can instead make a tail  attack  or use its Charming Presence. \n'b'  Bite .  Melee Weapon Attack : +19 to hit, reach 15 ft., one creature.  Hit : 23 (2d12 + 10) piercing damage plus 55 (10d10) necrotic damage. If the target is a flesh-and-blood creature, its hit point maximum is reduced by an amount equal to the necrotic damage taken, and the dreadwyrm magically regains a number of  hit points  equal to the necrotic damage dealt. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. The dreadwyrm can choose for a dragon slain in this way to rise within 24 hours as a vampire under the dreadwyrm\xe2\x80\x99s control (see the Vampire Template for details). \n'b'  Claw .  Melee Weapon Attack : +19 to hit, reach 10 ft., one target.  Hit : 31 (6d6 + 10) slashing damage. \n'b'  Tail .  Melee Weapon Attack : +19 to hit, reach 25 ft., each target of the dreadwyrm\xe2\x80\x99s choice within reach.  Hit : 46 (8d8 + 10) bludgeoning damage. If the target is a creature, the dreadwyrm can force it to attempt a DC 27  Strength  saving throw, knocking the creature  prone  on a failure. \n'b'  Charming Presence . Each creature of the dreadwyrm\xe2\x80\x99s choice within 120 feet of it and aware of it must succeed on a DC 26  Wisdom  saving throw or be  charmed  by the dreadwyrm for 1 hour. If an affected creature takes damage while  charmed  in this manner, it may repeat the saving throw, ending the effect on a success. If the effect ends for a creature, that creature is immune to the dreadwyrm\xe2\x80\x99s Charming Presence for 24 hours. As a bonus action on each of its turns, the dreadwyrm can issue a verbal  command  to a creature it has  charmed  in this manner that can hear it, which the creature must follow to the best of its ability for as long as it remains  charmed  by the dreadwyrm. \n'b'  Siphoning Breath (Recharge 5\xe2\x80\x936) . The dreadwyrm inhales in a 90-foot cone, drawing in the vitality of all flesh-and-blood creatures in the affected area. Each creature in the affected area must succeed on a DC 26  Constitution  saving throw or have its maximum  hit points  halved, or quartered on a success (minimum of 1 hit point). This reduction lasts until an affected creature finishes a long rest. Additionally, for each creature that attempts a saving throw against this effect, the dreadwyrm regains 20  hit points  if it fails the save, or half as much if it succeeds. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The dreadwyrm can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dreadwyrm regains spent legendary actions at the start of its turn. \n'b'\n'b'  Claw . The dreadwyrm makes a claw  attack . \n'b'  Move . The dreadwyrm moves up to its speed. \n'b'  Bite (Costs 2 Actions) . The dreadwyrm makes a bite  attack . \n'b'  Tail (Costs 2 Actions) . The dreadwyrm makes a tail  attack . \n'b'  Shapechanger (Costs 3 Actions) . The dreadwyrm uses its Shapechanger feature.'