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: +16 to hit, reach 10 ft., one target. Hit: 17 (2d10 +10) piercing damage.
Claw. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 10) 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 20 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.
Fulmination Breath (Recharge 5–6). The dragon exhales acid in an 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 52 (15d6) acid damage on a failed save, or half as much damage on a successful one. If damaged by this ability, the target must make a DC 20 constitution saving throw (at advantage if they passed their dexterity save.) On a failure, the dragon is invisible to the target. This save can be repeated at the start of an effected creature's turn, or if attacked by the dragon.
Dazzling Ray. The dragon curves its mirror-bright wings to reflect and concentrate available light into a beam of dazzling brightness. One creature within 120 feet that the dragon can see must make a DC 20 Constitution saving throw or take 35 (10d6) radiant damage and be ignited for 1 minute. An ignited creature takes 17 (5d6) fire damage at the end of their turn. A creature can use their action on their turn to end this effect. This option may be used in bright, regular or dim light.
Quicksilver Form. The dragon's body can become amorphous for 1 round. While in this state, it can move through a space as narrow as 1 inch wide without squeezing and it does not provoke opportunity attacks.
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.
Tail Attack. The dragon makes a tail attack.
Quicksilver Escape (Costs 2 Actions). The dragon uses Quicksilver form and can move up to its movement speed.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 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.
Description
Mercury dragons are a rarity amongst metallic spectrum, as they were not an original creation of Bahumut. The first known record of Mercury dragons was recorded by the wizard Odagrin Crompst, where he describes discovering the abandoned roost of a silver dragon, where he found a strange mercurial ooze attempting to consume the clutch of eggs that lay there. Although the eggs were damaged, they still showed sighs of life. Odagrin took charge of them and protected them until they hatched. When they did, the encounter with the ooze changed them much more than the wizard had expected. These hatchlings became the first Mercury Dragons.
Lair and Lair Actions
A Mercury Dragon’s Lair
Mercury dragons liked 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 liked because of its ever-changing nature. They made their lairs in lava tubes and other narrow, winding tunnels or high caves, preferring those that allowed them to enjoy clear air and bright sunlight, and their lairs usually faced east to catch the morning sun.
At your discretion, a Mercury Dragon (although usually only adult or ancient dragons have established lairs) can use one or more of the following additional lair actions while in its lair:
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 100 feet of it. The ground turns into liquid mercury in a 20-foot radius centered on that point. Creatures caught in the area must succeed on a DC 15 constitution saving throw or suffer the effects of the slow spell. Creatures affected by the spell feel like they are wading through quicksilver. The effect lasts until initiative count 20 on the next round.
- The dragon chooses a point on the ground that it can see within 120 feet of it. The ground is covered in a thin layer of powder within a 20-foot radius centered on that point. If the ground is stuck by fire or an attack that could cause sparks, the powder ignites in a flash-explosion. Creatures within the powdered area take 3d6 fire damage and must succeed a DC 15 constitution saving throw or be blinded until the end of their next turn.
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:
- Trails within 6 miles of the dragon’s lair will wind through the terrain, often drifting far from their origin point. They will lead to points of interest within the area, but never directly to the dragon’s lair.
- Intelligent creatures within 1 mile of the dragon’s lair are prone to mood swings and feelings of monotony and the desire for change.
- Reflective surfaces within 1 mile of the creature’s lair give off dim light within a 5-foot radius, regardless of the time of day and surrounding lighting.
If the dragon dies, the reflective surface effect fades over the course of 1d10 days. The other effects end immediately.
Previous Versions
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