Huge Dragon, Chaotic Good
Armor Class 20 (natural armor)
Hit Points 265 (20d12 + 135)
Speed 40 ft., Fly 80 ft.
STR
25 (+7)
DEX
12 (+1)
CON
26 (+8)
INT
20 (+5)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws DEX +6, CON +13, WIS +7, CHA +9
Skills Arcana +8, History +8, Perception +11, Stealth +5
Damage Immunities Radiant
Senses Truesight 120 ft, Passive Perception 21
Languages Common, Draconic
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

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: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 15 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 18 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.

Radiation Breath. The dragon shines powerful radiation in a 120-foot line. Each creature in that area must make a DC 20 Constitution saving throw pr take 31 (7d8) radiant damage. The target must each hour after that repeat the saving throw, ending the effect on a success, and taking 5 (1d8) radiant damage on a failed save.

Mutating Breath. The dragon exhales ionizing radiation in a 60-foot cone. Each creature in that area can make a DC 20 constitution saving throw. If they fail, roll a d6. On a 5 or 6, one of their ability scores(determined randomly) permanently increases by 1, to a maximum of 20. Otherwise, one of their ability scores(determined randomly) permanently decreases by 1, to a minimum of 1.

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 10 feet of the dragon must succeed on a DC 21 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 Uranium Dragon’s Lair

Uranium dragons like to settle near radioactive minerals, which often leads them to settle in The Underdark or abandoned mines.

Lair Actions

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

  • All radioactive minerals near the dragon shine in a bright burst of radiation, all creatures within 60 feet of such minerals must succeed on a DC 20 constitution saving throw or take 11 (2d10) radiant damage.

Regional Effects

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

  • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
  • Any creature hostile to the dragon that spends more than a week within 1 mile of its lair must make a DC 20 constitution saving throw or suffer the effects of the dragon’s mutating breath.

If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.

Habitat: MountainUnderdark

NavyDave

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