Amphibious. The dragon can breathe air and water.
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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid 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.
Acid Breath (Recharge 6). The dragon exhales acid in a 60-foot cone. Each creature in that cone must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. The Breath leaves a rest of quicksilver behind for 2 rounds.
Soul Devourer. Whenever a creature touches the silver fluid from the Quicksilver-dragon, it must make a DC 18 Constitution saving throw, or take 6 (2d6) acid damage and is poisoned. If a creature failed the saving throw, it must make another DC 14 Constitution saving throw at the end of it´s next turn, or take another 12 (4d6) necrotic damage and becomes incapacitated for 1d4 hours (Undead and Constructs automaticly succeed the second saving throw). A creature can be immune to the condition poisoned but not against any other effect this poison has.
If a creature is incapacitated by this ability, the Dragon can perform a bite-attack and pull it´s soul out of it´s body. When the Dragon pulls a soul out of a body, it loses it´s Claw- and Breathweapon-attack. It can only devour the soul if it hasn´t made any attacks in this turn before. When the bite-attack hits such a creature, it instandly dies and cannot be revived. The Dragon heals for 4d6 for every soul it devours.
This ability activates through it´s bite-attack, Wing-attack and it´s breath.
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 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Lair and Lair Actions
Quicksilver dragons dwell in Dungeons and caves on the frayed edges of civilization. A Quicksilver dragon’s lair is a dismal cave, grotto, or ruin that is, deep under the ground. Everywhere on the walls and the ground are leftovers from the silver-fluid the dragon emits and where its victims can ferment. The lair is littered with dead bodys that have a silverly grey skin. The Lair is filled with a pungent smell.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause the following effect:
- a dark grey fog apprears 60 ft. around the dragon. When a creature ends it´s turn in this fog, it is affected by the dragons Soul Devourer ability
Regional Effects
The region containing a legendary quicksilver dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- The land within 6 miles of the lair infected with the dragons poison. Any water, plant or animal becomes poisoned. If another creature eates or drinks from a poisoned source, it is affected by the soul devourer ability from the dragon even if it has immunity against poison.
- a grey fog lightly obscures the land and there are no animals bigger then insects to be found within 2 miles of the lair exept for their corpses.
If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days.
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