Legendary Resistance (3/Day). If the dragon fails as a saving throw, it can choose to succeed instead.
Aura of Sickness. The dragon passively exudes a fine, toxic mist. Any creature that starts its turn within 5-feet of the dragon must succeed on a DC 15 Constitution saving throw or become poisoned. A creature poisoned in this way can repeat the save at the end of each turn spent outside of the aura, ending the condition on a success.
Multiattack. The dragon can make three attacks: one with its bite and two with its wings.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 5) piercing damage plus 5 (1d10) poison damage. If the target is a creature it must succeed on a DC 19 Constitution saving throw or contract Slimy Doom exactly as in the Contagion spell.
Wing. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage.
Disgusting 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 becomes magically disgusted for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A disgusted creature's speed becomes 0 and it can't take any action other than to vomit. A creature that succeeds on its saving throw or is otherwise cured of the condition is immune to the dragon's disgusting presence for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Poison Breath. The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much on a successful one. The cloud remains in that area for 3 rounds and creatures in the cloud must repeat the saving throw at the start of their turn. On the first round after being exhaled the damage is 21 (7d6), on the second round its 12 (4d6), and on the third round its 3 (1d6).
Plague Breath. The dragon exhales a bubbling ball of slime that travels to a point the dragon can see within 240 feet of itself, then ruptures into a 40-foot-radius sphere centered on that point. Each creature in the sphere must succeed on a DC 19 Constitution saving throw or contract Dragonrot Fever. A creature infected by this disease loses function in one of its senses each day: it goes blind immediately, cannot smell on the second day, deaf on the third, loses function in its limbs on the fourth, and dies from organ failure on the fifth day. Every 24 hours the victim can repeat the DC 19 Constitution save reversing the most recent symptom on a success, once its sight is restored it is cured.
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 creatures turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Aspect of Plague (Costs 2 Actions). The dragon casts the Contagion spell (DC 15).
Description
Scourge dragons are a planar species reviled by all except the fetid oinoloths and night hags who created them millennia ago. Unlike the yugoloths however the scourge dragons were independent and cared nothing for the social contracts hags so love to enforce and so went feral across the first layer of Hades, Oinos. Scourge dragons resemble an undead in many ways: their heads have only a thin layer of black scaly skin over an almost equine skull, skeletal frames that glow with toxic green light, gray feathered wings like a vrock, and instead of a mane of horns or spines they have a long-bedraggled mane of white hair draped over their serpentine neck. On Oinos these dragons are quite miserable since most fiends are immune to their many diseases which is why they tempt evil spellcasters with power over rot for the small price of being summoned to the prime material plane. On the prime they engage in chemical warfare with whoever they meet rejoicing in how frail the humanoid immune system truly is.
Lair and Lair Actions
Scourge dragons on the prime material plane lair in natural environments close to cities whenever possible for better access to victim upon which to inflict horrible diseases. A scourge dragon with several victories under its belt might settle in the ruins on a settlement it brought low. On Hades scourge dragons lair in dismal caves and the husks of derelict infernal war machines.
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:
- The dragon opens a one way, 5 by 5-foot portal to Oinos, the first layer of Hades and a mezzoloth crawls through. The fiend is not under the dragon's control.
- The ground in a 100-foot area of the dragon becomes sticky with mucus and slime, this is difficult terrain for all non-ooze creatures.
Regional Effects
The region containing a scourge dragons lair is sickly but seemingly unable to fully die, which creates one or more of the following effects:
- Animals within the region are malnourished and violently ill, any bites inflicted by these animals also force a DC 12 Constitution save to resist Filth Fever.
- Plants in the region are wilted, warty, and bent providing half the cover they otherwise would. Spells such as Tree Stride do not work, and Speak with Plants spells only elicit sickly groans.
If the scourge dies, these effects fade over the course of 1d20 days.
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