Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Radioactive Aura. Creatures within 30 feet of the dragon must succeed on a DC 21 Constitution saving throw or take 27 (12d10) radiant 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 21 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 itself, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
Radiation Breath. The dragon exhales unstable radioactive energy in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 82 (10d10) radiant damage on a failed save, or half as much damage on itself on a success. After a creature has been hit by Radiation Breath, they must succeed in a DC 21 Constitution saving throw or take 27 (2d12) poison damage after each of their turns. The creature can repeat their saving throw, ending the effect on a success.
Mutating Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw or gain radioactive deformities. While deformed, the creature has its speed halved and has disadvantage on ability checks, saving throws and attacks based on Strength or Dexterity. Only Greater Restoration or a Wish spell can remove the effect.
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 22 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
Because of a curse laid upon them by Tiamat and Bahamut themselves over a Chromatic and Metallic Dragon breeding, the Uranium Dragons were transformed into radioactive mutated versions of themselves. They have a green smog emanating from every orifice within their face and when angered, the smog intensifies.
Lair and Lair Actions
A Uranium Dragon's Lair
Uranium Dragons often make their lairs where radioactive materials are most found, mostly the Underdark. Being isolated within their secluded lairs, the Uranium Dragons often have massive hordes of treasure bigger than other dragons. Because of their hordes, Uranium Dragons are vainer and greedier than most chromatic dragons. Their lairs often have radioactive crystals growing inside and outside of them, and these crystals have the same radioactive properties as their creator.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
- All radioactive objects within 120 feet of the dragon will explode. Creatures caught in the explosion must succeed in a DC 20 Dexterity saving throw or take 20 (4d6) radiant damage and gain radioactive deformities.
- Radioactive crystals burst from the ground and shoot a beam of radioactive energy. Creatures hit by it must succeed in a DC 22 Constitution saving throw or take 15 (4d6) radiant damage and gain radioactive deformities.
Regional Effects
The region containing a legendary uranium dragon’s lair is warped by the dragon's magic, which creates one or more of the following effects:
- All creatures within a 6-mile radius of the dragon's lair are deformed from radioactivity.
- Huge crystals of radioactive material grow from the ground and block the path. Any creature that touches the crystals must succeed a DC 22 Constitution saving throw or take 12 (4d6) radiant damage and gain radioactive deformities.
- Green smoke emerges from cracks in the ground.
If the dragon dies, these effects fade over the course of 1d10 days.
Previous Versions
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