Huge Dragon (Metallic), Typically Chaotic Neutral
Armor Class 18 (natural armor)
Hit Points 200 (16d12 + 96)
Speed 30 ft., Fly 30 ft., Burrow 80 ft.
STR
24 (+7)
DEX
15 (+2)
CON
22 (+6)
INT
15 (+2)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws DEX +7, CON +11, WIS +8, CHA +7
Skills Intimidation +10, Perception +13
Damage Immunities Radiant
Condition Immunities Exhaustion, Incapacitated, Poisoned, Stunned
Senses Darkvision 180 ft., Tremorsense 80 ft., Passive Perception 23
Languages Draconic
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (2/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Irradiated Aura. The dragon emits a sphere of horrific energy that is 80ft in diameter. Any creature that enters the sphere or starts its turn inside it takes 42(6d10+12) radiant damage.

Radioactive Anatomy. The dragon's form is horrifically mutated, with additional or missing limbs, but an adult dragon typically has at least 4 legs, 2-4 wings, and a plethora of growths on their body. Their irradiated nature renders them impervious to spells that would alter their form. They also do not require food, water, or air to live.

Actions

Multiattack. The dragon makes one Bite attack and two Claw attacks.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 11 (1d10+5) radiant damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 8(1d10+2) radiant damage

Radioactive Breath (Recharge 5–6) The dragon emits a fog of grey and green particles that click and hum in a 60ft cone Each creature in that area must make a DC 17 Constitution saving throw. On a failed save, the creature takes 57 (8d10+5) radiant damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature’s weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn’t weakened.

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.

Tail Attack. The dragon makes one Tail attack.

Bite Attack. The dragon makes one Bite attack

Move. The dragon moves up to its movement speed in any direction.

Radiation Poisoning (Costs 2 Actions). The dragon expands its Irradiated Aura, doubling its size until its next turn, those caught in the enhanced aura must make a DC 17 Constitution Saving Throw or take 22(3d10) radiant damage and be considered Weakened.

 

Description

One shudders to think of the horrors a Uranium Dragon must face on a day to day scale. Their sheer presence poisons the land, making streams toxic and killing all plant life. Even beings that are immune to the radiation they emit find Uranium Dragons hard to stay near, as their physical form is detestable and mutated beyond what is acceptable for other beings. Those who see a uranium dragon for the first time often mistake them for a malformed golem or even an abberation or monstrosity.

The Most Lethal Metal

Uranium Dragons have a very rough complexion, with mismatched physical features that vary dragon to dragon. The older a Uranium dragon lives, the more mutated it seems to get, with Ancient variants having multiple wings, eyes, and sometimes extra fully formed heads. But all Uranium dragons share an identical body plan. A thick, almost rocky set of scales, yellowish and murky in color, a very large jaw, with an underbite, two sets of brow horns that jut off in geometric plates, and a strange, sickeningly green glow that emanates from cracks and crevices in their scales and skin.

Maddeningly Lonely

Uranium Dragons live solitary lives most of the time, unable to communicate with other dragons or mortals due to their sickening aura, and the only time two uranium dragons come in to contact is to mate in total darkness, as their mutated forms disgust one another. Some of these dragons are driven to madness, and begin seeking out anyone to communicate with, but the communication does not last long, as their mere presence kills most weaker beings, and the other beings who are immune to their aura are horrified by their physique.

 

Lair and Lair Actions

A Uranium Dragon's Lair

Uranium Dragons lairs are situated deep beneath the surface with seemingly no entry or exit points, as not needing to eat, drink, or even breathe allows for stronger defenses. One can only tell a uranium dragon is near due to the impact its continued presence has on the surrounding terrain.

Regional Effects

The region surrounding a legendary uranium dragon’s lair is altered by the dragon’s magic, creating one or more of the following effects:

Metal Deposits: An abundance of uranium and iron deposits can be found within 6 miles of the dragon's lair, and replenish constantly.

Poisoned land. When a creature finishes a long rest within 6 miles of the lair, the creature must first succeed on a DC 15 Constitution saving throw or be weakened for the next 1d4 days.

Sickened Wildlife. The area is devoid of plants, and most animals that remain within the area are struck with disease and illness. Any who consume the meat are diseased as well. 

If the dragon dies, the population of plants and animals return to normal levels over the span of 4d10 weeks. The existing abundance of iron and uranium remains, but new ones form at a normal rate.

Habitat: Mountain

G_Rampancy

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