Explosive Slime. When the Brachydios hits a creature with a damaging effect from its horn or fists or if a creature steps into a space covered in the slime, the creature becomes covered in slime. At the end of their next turn the slime will explode for 3d6 (11) fire damage unless the creature uses its action or a bonus action with water to remove it. If a creature is covered in slime again while already covered, the slime instantly explodes for 4d6 (14) fire damage instead.
Frenzy. When the Brachydios is reduced to less than half of its total hit points it becomes frenzied, caring more about the destruction of its foes than its own wellbeing.
Multiattack. The Brachydios makes two Punch attacks. When Frenzied it can also make a Tail or Head Slam attack.
Punch. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8+6) bludgeoning damage.
Head Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 11 (2d12+6) bludgeoning damage.
Tail Slam. Each creature within 15ft of the Brachydios must make a Dexterity Saving Throw (DC 17) or take 17(3d10) bludgeoning damage and be pushed 15 feet away, if they collide with terrain they fall prone.
Chain Reaction (Recharge 5–6). The Brachydios slams his head into the ground, causing a series of explosions in front of him. All creatures in a 40ft. cone in front of the Brachydios must make a Dexterity Saving Throw DC 17. On a failed save, the creature takes 54 (12d6) fire damage. On a successful save, the creature takes half as much damage.
The Brachydios 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 Sweep. The Brachydios does a Tail Sweep attack.
Explosive Charge (Costs 2 Actions). The Brachydios moves up to its speed and any creatures in its path must a Dexterity Saving throw DC 17 or be covered in slime and knocked prone.
Slime Coating. The Brachydios coats its fists in more slime. The next fist attack causes an instant explosion (4d6) of the Explosive Slime.
Frightful Presence. Each creature of the Brachydios' choice that is within 120 feet of the Brachydios and aware of it must succeed on a DC 14 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 Brachydios' Frightful Presence for the next 24 hours.
Lair and Lair Actions
A Brachydios' Lair
Brachydios make their lairs in caves next to or under volcanoes or areas with magma floes or heated rock, preferring caverns deep underground. They prize locations with a combination of open space, connecting tunnels, and dead ends to make the most of their natural mobility, using their slime to destroy obstacles in their lairs.
The challenge rating of a legendary Brachydios increases by 1 when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the Brachydios can take one of the following lair actions; the Brachydios can’t take the same lair action two rounds in a row:
Slime Spray. The Brachydios covers 15 feet of adjacent space in slime.
Rock Fall. The Brachydios stomps its feet and causes rocks and stalactites to fall from the ceiling. Creatures within 40 feet of the Brachydios must make a Dexterity Saving Throw or take 7(2d8) bludgeoning damage.
Targeted Sliming. The Brachydios slams its head into the ground before abruptly flicking its head back up. Each creature in a 60 foot line must make a DC 17 Dexterity saving throw. On a failure they remain in the space they previously were. All of the spaces within the 60 foot line become covered in slime.
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