Legendary Resistance (3/Day) If the dragon fails a saving throw, it can choose to succeed instead.
Amphibious: The dragon is capable of breathing in both water and air
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.
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.
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.
Irradiated Breath. The dragon exhales Radioactive energy in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (6d8+6d8) Radiant and necrotic damage on a failed save, or half as much damage on a successful one.
Half-life Decay. Once per day as an action, the dragon emits a sickening green light from its body in a 30ft radius, all creatures in the area must make a dc18 constitution saving throw or become poisoned and gain 1 level of exhaustion for 1 minute
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.
Lair and Lair Actions
An Uranite Dragon’s Lair
Uranite dragons dwell within water filled caverns or other areas secluded with allot of water. This often times causes them to get into confrontations with Aboleths over territory. This choice in habitat is due to the Uranite dragon's body temperature increasing rapidly as they age requiring them to submerge to prevent going critical
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- The dragon chooses a point on the ground that it can see within 60 feet of it. Sickening radiation fills the area. The effect is otherwise identical to the spike growth spell substituting piercing damage for radiant and lasts until the dragon uses this lair action again or until the dragon dies.
- The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20.
Regional Effects
The region containing a legendary Uranite dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Stone structures in the area begin glowing during the night.
- Beasts such as Bears and squirrels begin to mutate in various ways either gaining a strangely colored coat of fur, glowing in the dark, or increasing to one size category larger.
- Machinery within 1 mile of the dragons lair becomes automatically powered and unable to be turned off.
If the dragon dies the animal mutations last until the end of their respective lives, The other effects end immediately. 1d6+10 days after the dragons death if the body has remained uncooled or unburied roll a d20 on a 5 or lower the dragon releases a miasma of radiation as its corpse becomes supercritical releasing toxic radiation in a 1 mile radius of the body killing off all plant life and beasts below CR1 in the area.
Previous Versions
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6/2/2021 12:24:43 AM
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6/2/2021 3:15:18 AM
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Coming Soon
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