Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Quicksilver Form. At will, the dragon can assume a liquid form. While in this form, it can move at its normal movement speed, ignores difficult terrain, and can pass through any space a liquid is capable of flowing through.
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 10 ft., one target. Hit: 19 (3d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 17 (3d8 + 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 21 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.
Light Breath. The dragon exhales an intense blast of light in a 60-foot line. Each creature in that area must make a DC 22 Dexterity saving throw, taking 66 (12d10) radiant damage on a failed save, or half as much damage on a successful one.
Shrouding Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 22 Charisma saving throw or have their vision altered. The dragon becomes invisible to affected creatures on a failed save.
This effect lasts for one minute, or until the dragon attacks the affected creature. Affected creatures can repeat the save at the end of each of their turns, ending the effect on a success.
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.
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 22 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.
Lair and Lair Actions
A Mercury Dragon’s Lair
Mercury dragons make their homes in out-of-the-way places, often those filled with constant change and chaos. Mercury dragons rarely occupy the same space for very long, growing bored and seeking change after a short time. A mercury dragon's lair is filled with a wide assortment of random objects of all shapes, sizes, and value. Mercury dragons struggle to create complete sets or collections, and as such their hoards are eclectic to the maximum degree.
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:
- The dragon shifts the world around it, warping reality to shape it's idea of rightness. The dragon rolls 3d20. Until Initiative order 20 on the next round, when any creature the dragon is aware of within its lair rolls an attack roll, saving throw, or ability check, the dragon can choose to replace the creature's roll with one if its own. The switch must be done before the dragon knows if the roll succeeds or fails.
- One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be subjected to the dragon's fractured view of the world. The creature is under the affects of the confusion spell. The creature can repeat the save at the end of each of its turns, ending the effect on a success.
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:
- Within within 6 miles of the dragon’s lair, the world is strange and warped. Paths lead nowhere, double back on themselves, or simply vanish when not viewed. Landmarks repeat themselves, confounding attempts to navigate. Travel through this area takes twice as long as normal as a result.
- The sunlight within 6 miles of the dragon's lair beats down intensely. Creatures within this area are more vulnerable to exhaustion from traveling, and lose any resistance to fire or radiant damage they may have (immunities are unaffected).
- Any chaotic-aligned creature within a mile of the dragon's lair must make a DC 15 Wisdom saving throw every hour, or be placed under the effects of the confusion spell for 1 minute.
If the dragon dies, these effects end immediately.
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