Although the target isn’t under the vampire’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bite attack. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer. Bite. The caster uses an action to take or change into of three forms: Aquatic adaptation (can breathe water and has swim speed 30 ft); change appearance (change form to another medium, humanoid creature); or natural weapons (gain natural weapons, reach 5’, +8 to hit, 1d6+1 damage). Second Roar. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage.
Action to cast, 60 ft. One mortal creature. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. Stone golems are magical constructs cut and chiseled from stone to appear as tall, impressive statues. Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
Speed. 10 minutes to cast, 1 mile, concentration up to 10 minutes. Hit: 11 (2d6 + 4) bludgeoning damage. Target gains darkvision 60 ft. Detect Thoughts (2nd). Hit: 19 (3d8 + 6) bludgeoning damage. Touch heals target 1d8+Mod hit points. The spores spread around corners. One target.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. Don’t apologize for helping me out. Protection from Evil and Good (1st). May separate with Wis save or when spell ends, taking 10d8 damage, no save. The hag targets one frightened creature she can see within 30 feet of her. Steam Breath (Recharge 6). Each time the vampire or the vampire’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. False Appearance. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. INT. The spell does not protect the target from area effects. The dragon can take 3 legendary actions, choosing from the options below. Bite.
CHA 5 . Higher level slot +2d8 hp per level. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. Bite. ( Log Out / The reduction lasts until the target finishes a long rest. See spell description. Traits Duergar Resilience: The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.