Metallurgical Toxicity. The dragon's poison damage ignores resistance, and immunity is treated as resistance. Another mercury dragon ignores this trait, as well as constructs, elementals, oozes, and undead.
Quicksilver Form. As a bonus action, the dragon takes on a fluid-like appearance. While in this form, it ignores difficult terrain, it can move through a space as narrow as 1 inch wide without squeezing, its speed is increased by 20 feet, and all opportunity attacks against it have disadvantage. Also, while in this form, it can spend 5 feet of movement to no longer be grappled, prone, or restrained. Finally, while in this form, it cannot use its breath weapon, fly, use its Wing Attack legendary action, or cast spells that require somatic components. It can return to its normal form by using this feature again.
Hydrargyrum Vapors. A creature that ends its turn within 20 feet of the mercury dragon, or hits it with a melee attack within 5 feet, must succeed on a DC 20 Constitution saving throw or take 24 (7d6) poison damage, taking half damage on a success. On a failure, the creature also becomes infused with hydrargyrism until it finishes a long rest or until it benefits from a greater restoration or heal spell. Constructs, elementals, oozes, and undead succeed on the save automatically. The dragon can choose to not affect a creature with this trait.
While infused with hydrargyrism, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is infused with hydrargyrism beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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: +8 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) 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.
Poison Breath (Recharge 5-6). The dragon exhales a line of intense light in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a success. On a failure, the creature is also blinded until it takes a long rest or receives a lesser restoration spell or similar magic.
Change Shape. The dragon magically polymorphs into a humanoid 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.
Quickersilver. The dragon uses its Quicksilver Form trait.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 18 Dexterity saving throw or take 10 (2d6 + 3) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
Mercury dragons are whimsical, impulsive metallic dragons that delight in unpredictability and are reputed to be mentally unstable as well.
Mercury dragons have sleek and serpentine bodies with a whip-like tail, lacking the muscular bulk other dragon races have. They have sleek heads with a long, pointed snout, and with horns curving backward from behind their jaws and eyes.
Mercury dragons are quick and agile flyers, and they have smooth, flat, barely discernible silver-white scales that seem to flow together as one. While at birth their scales are dull silver in hue, as a mercury dragon got older its scales became brighter, until they became as brilliant as a mirror. Likewise, their eyes are deep blue or violet with a dark pupil and a pale yellow-white iris in their younger years, but as they got older, their pupils became paler and brighter, their eyes resembling silver orbs.
While mercury dragons have no venomous attacks, their flesh and breath weapons are highly poisonous.
Personality
Much as their name suggested, mercury dragons hade mercurial personalities. Their mood shifts from time to time, and they rarely finish a thought before moving on to the next thing that comes to mind. An individual mercury dragon acts depending on its recent experiences. Mercury dragons that are bored or puzzled usually attack without any provocation, while those who had experienced a lot of events are more open to talk to their adversaries instead of fighting. They usually are more cunning if they are in a disadvantageous circumstance.
Mercury dragons crave to live new experiences. Because of that, they like to shapechange into humanoid form to experiment with new circumstances. While mercury dragons don't understand the psychology of the humanoid's life, and usually have eccentric personalities while shapechanged, the older the mercury dragon is, the more circumspect its personality becomes while in humanoid form.
Their craving for new experiences extends to their diet preferences as well. Mercury dragons have to eat something different each day, as if a mercury dragon is forced to eat the same food each day, it quickly becomes listless and hard to awake from sleep.
Treasure
A mercury dragon's hoard is a hodgepodge of coins, jewelry, and items from scores of lands and dozens of eras, as mercury dragons aren't good at assembling matched sets or cohesive collections. They are often willing to exchange something from their hoards for some items they have heard about but never seen, especially when they are trading away a duplicate.
Combat
Mercury dragons are as unpredictable in combat as they are in any other situation. They usually use weird strategies such as fleeing rather than fighting a battle they've started, talking to their adversaries while fighting, playing a cat-and-mouse game with hostile pursuers, and so on. If opponents pursue it, a mercury dragon prefers to use its superior maneuverability and speed to outmaneuver its foes, launching a series of hit-and-run attacks from the direction of the sun.
Breath weapon
Mercury dragons can breathe a line of intense light that burns whatever it touched. The magic of its breath weapon is poisonous, rendering a mercury dragon invisible to its victims. Mercury dragons usually boast while hidden after using their breath weapons.
Abilities
Mercury dragons have the ability to turn into a liquid quicksilver form, allowing them to move across any kind of terrain. They are also immune to any effects that affect their sight.
Society
Mercury dragons usually like to enter into working arrangements with any creature that seems stronger or smarter than them, and often with creatures that can travel between the Elemental Chaos and the natural world. Such arrangements are usually feudal in nature, with the dragon agreeing to serve as a guardian, messenger, or hired killer in exchange for some combination of lair space, treasure, food, and the promise of varied experience. These arrangements only last as long as the master could maintain the mercury dragon's interest, however, and a mercury dragon usually ends the contract just to see what will happen.
Lairs
Mercury dragons like to lair in warm, volcanic ranges and tropical regions, preferring to dwell near snowfields, glaciers, mountain lakes, sun-dappled alpine meadows, and places that had portals to the Elemental Chaos, a place they like because of its ever-changing nature. They make their lairs in lava tubes and other narrow, winding tunnels or high caves, preferring those that allow them to enjoy clear air and bright sunlight, and their lairs usually face east to catch the morning sun. However, few mercury dragons maintained a single lair for any length of time. As such, the regions where they lair lack alteration, as their natural magics aren't around long enough to twist it.
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