Huge Dragon, Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 172 (15d12 + 75)
Speed 40 ft., Burrow 30 ft., Fly 80 ft.
STR
26 (+8)
DEX
12 (+1)
CON
24 (+7)
INT
11 (+0)
WIS
13 (+1)
CHA
8 (-1)
Saving Throws DEX +7, CON +13, WIS +7, CHA +5
Skills History +7, Perception +6, Persuasion +8, Stealth +5
Damage Resistances Acid, Cold, Lightning, Poison
Damage Immunities Fire
Condition Immunities Charmed, Frightened
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

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

Death Burst. When the dragon dies, it explodes in a burst of radiant energy, dealing 6d8 radiant damage to all creatures within 15 feet (DC 13 saving throw to halve damage). It returns to its Chaotic Good Alignment seconds before death. 

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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage + 1d8 radiant damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage + 2d6 radiant dame.

Radioactive Blight. The dragon drags its tail in a 15-ft line in front of it. This causes a 5x15 sq ft line of liquid radiant energy to appear. The liquid persists for two rounds. Any creature other than the dragon that enters or starts its turn in the liquid takes 1d8 radiant damage and makes a DC 15 Constitution Saving throw or become corrupted (see below)  

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 16 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.

Radiant Breath. The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) radiant damage on a failed save, or half as much damage on a successful one. Also, a failed save corrupts the target (see below). 

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 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and 1d6 radiant damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

A curious dragon that stumbled upon a large amount of radioactive material, absorbing it and being unwittingly corrupted by it. The dragon now is a living source of the mutagen. Its appearance radically altered by the radiation. Its scales now outlined with bright blue, with glowing green eyes, and mouth dripping with the same material that transformed it; the dragon now has no semblance of its original self, and sees friend and foe alike as enemy. 

Lair and Lair Actions

A Brass Dragon’s Lair

A brass dragon’s desert lair is typically a ruin, canyon, or cave network with ceiling holes to allow for sunlight.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • Two pools of radioactive material appear on opposite sides of the dragon. Any creature other than the dragon that enters or starts its turn in a pool takes 2d8 radiant damage and becomes corrupted (see below). 
  • A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15 Constitution saving throw or be blinded 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.

Regional Effects

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

  • Trees and wildlife within 5 miles of the source of the radiation become corrupted, taking on otherworldly appearances. Trees become iridescent and fleshy. Animals may become aggressive and glow bright blue with the mutagen flowing through them. 
  • Creatures run the risk of becoming corrupted. Any creature that comes into contact with a large dose of the radioactive material must make a Constitution saving throw of 18 - 2/miles from the source (ex: 16 if two miles away, 18 if less than one) or become corrupted as the mutagen changes them. The effects of corruption are as follows:
  • After the first hour, the creature has -1 on all damage rolls
  • After the second hour, the creature has -1 on all attack rolls and ability checks, and has -1d4 on damage rolls. 
  • After four hours, the creature has -1d4 on all attack rolls, damage rolls, and ability checks. 
  • After eight hours, the creature loses the penalties to attack rolls and ability checks, and deals an extra 1d4 radiant damage on melee attacks
  • After 12 hours, the creature deals 1d8 extra radiant damage on melee attacks, but succumbs to short-term madness (see Madness table in the DM Guide). 
  • After 18 hours the creature shifts to a chaotic evil alignment, and sees all creatures as enemies. 
  • After 24 hours, the creature makes a DC 15 Constitution saving throw. On a failed save, they die and explode in a burst of radiant energy, dealing 3d8 radiant damage, and exposing others to the corruption (DC 12 Saving throw to halve damage and avoid corruption). The creature regains its sanity and alignment seconds before they die. On a successful saving throw, the creature becomes completely corrupted. They now deal 2d8 radiant damage on all attacks, and can only be saved by a Wish
  • Lesser restoration will cure the corruption for the first two hours. After that, a greater restoration or Wish is all that can heal the afflicted creature. 
  • If a creature that is corrupted takes another large dose of the mutagen’s energy, the speed of corruption doubles (exponentially). 
  • If the dragon dies, the corrupted creatures return to normal, and the surrounding corruption subsides after 1d8 days. 

Habitat: Desert

dasmon511

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