Huge Dragon, Neutral Evil
Armor Class 19 Natural armour
Hit Points 256 (19d12 + 133)
Speed 80 ft., Walk 40 ft., Climb 40 ft.
STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
16 (+3)
WIS
13 (+1)
CHA
21 (+5)
Saving Throws DEX +6, CON +13, WIS +7, CHA +11
Skills Perception +13, Stealth +6
Damage Immunities Acid, Poison
Senses Blindsight 60ft, Darkvision 120ft, Passive Perception 23
Languages Common, Draconic
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Upon death the Dragon's remaining nuclear energy will expand outwards. Each creature within 50ft has to make a Dc 19 Constitution saving throw taking 25d6 Nuclear damage and has the Chernobyl effect applied or half as much damaged on a successful save and has the regular nuclear effect applied to it.

Actions

 Multiattack: The dragon makes three attacks: two with its bite and one with its claws.

 Bite: +14 to attack, reach 10ft, one target. Hit 2d10+8 piercing damage plus 2d6 Nuclear damage. They must make a dc 19 Constitution saving throw. On a failed save the target receives the Chernobyl effect, or on a successful save has just the regular nuclear effect applied to them. 

Claw: +10 to attack, reach 5ft, one target. Hit 2d+8 slashing damage

Tail: +14 to hit, reach 15ft, one target. Hit2d8+8 bludgeoning damage.

Action Ranged Attack. Nuclear breath (Recharge 5-6). The dragon exhales a nuclear cloud in a 60ft cone. Each creature in that area must make a dc 19 constitution saving throw taking 18d6 Nuclear damage on a failed save and has the Chernobyl effect applied to them or half as much on a successful save and has just the regular nuclear effect applied.

Legendary Actions

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.

Legendary Action Name (Detect). The dragon makes a wisdom (Perception) check.

Tail attack: The dragon makes a tail attack.

Wing Attack (Costs 2 attacks): 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.

 

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A small dragon with nuclear waste radiating from its body. It has mutated from a regular reptile that was in range of this nuclear power plant due to a small radiation leak. This one has habited many used nuclear reactor sites causing many dangerously irradiated areas to become hospitable again.

Lair and Lair Actions

It's lair is a unused nuclear reactor with leftover nuclear waste material.

Regional Effects

All creatures other than Nucleotiode dragons must make a Dc 19 constitution saving throw once within 200ft of the lair or become irradiated. They must also make the same constitution saving throw at the beginning of their turn every time. 

BushyPanda

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