Gargantuan Dragon, Chaotic Good
Armor Class 21 (natural armor)
Hit Points 350 (20d20 + 140)
Speed 40 ft., Fly 80 ft., Climb 40 ft.
STR
27 (+8)
DEX
14 (+2)
CON
25 (+7)
INT
19 (+4)
WIS
19 (+4)
CHA
19 (+4)
Saving Throws DEX +9, CON +14, WIS +11, CHA +11
Skills Deception +11, Insight +11, Perception +16, Stealth +9
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 28
Languages Common, Draconic
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Amorphous. The dragon can move through a space as narrow as 1 inch wide without squeezing.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

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

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:

Poison Breath. The dragon exhales poison in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 54 (12d8) poison damage on a failed save, or half as much damage on a successful one.


Blinding Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or be blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, 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.

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 23 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.

Description

Sly and mercurial, mercury dragons are tricksters by nature. They are capable of transforming their bodies into a roiling wave of liquid metal, and they use this to move around enemies and reach advantageous terrain.

Mercury dragons are much slimmer and more angular than most other dragons. A pair of short horns extend above a mercury dragon's eyes, and several short spikes run down the back of its neck. A newly hatched mercury dragon has silvery scales that are quite flexible, and as it ages, a mercury dragon's scales grow thicker and tougher, yet they still remain unusually flexible. A mercury dragon's pupils fade as it ages, and the eyes of the oldest mercury dragons look like pools of liquid mercury.

Fluid Dragons. A mercury dragon has poisonous breath that can cause blindness, and creatures that are exposed to mercury dragons suffer the long-term detriments of gases it releases from its scales, which often cause madness or blindness. A mercury dragon cannot control these gases, so many are solitary, favoring minions resistant to poison, such as constructs. Others study magic to alleviate the effects of their poison on creatures exposed to it.
Mercury dragons like to play in pools of liquid mercury, and so rivers of mercury are common in the lairs of mercury dragons.

Liquid Treasures. A mercury dragon's favored treasures are liquids, such as potions, oils, and its most valued treasure: mercury. It also likes to collect treasures that can be molten down, like metals. A mercury dragon has an innate sense for the general temperature a substance needs to reach before it becomes liquid just by looking at it.

Lair and Lair Actions

A mercury dragon prefers to dwell in mountains or underground, though it favours places where mercury is common.

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:

  • Up to six creatures of the dragon's choice within 30 feet of it must succeed on a DC 15 Wisdom saving throw or suffer the effects of the slow spell. Creatures affected by the spell feel like they are wading through quicksilver. The effect lasts until initiative count 20 on the next round. 
  • A cloud of poison billows around a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 10 (3d6) poison damage.

Regional Effects

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

  • Rain is common within 6 miles of the lair.
  • Images reflected in liquids within 1 mile of the lair sometimes move of their own accord.
  • Liquids within 6 miles of the lair seem to be more vibrant than usual.

If the dragon dies, these effects fade over the course of 1d10 days.

Previous Versions

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12/22/2020 5:56:53 AM
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Habitat: MountainUnderdark

BalarRachi

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