Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Living Liquid Metal. the dragon is powered entirely from magic, and doesn't need to eat, drink or breathe. it only does so out of pure malice.
Magic Metal Body. the Cesium Dragon can survive having its limbs and chopped off, as its body reforms itself around where the damage happens. it still takes damage, but it can also detach parts of itself temporarily, and as long as its core is still around it can taking the willingly detached parts back into itself at any point, so long as they remain within 500 feet of the core.
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: +7 to hit, reach 10 ft., one target. Hit: 19 (1d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (1d8 + 8) 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 17 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.
Breath Weapons (Recharge 6). The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 25 (5d10) fire damage on a failed save, or half as much damage on a successful one.
Cold Breath. The dragon exhales a freezing cold in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 25 (5d10) cold damage on a failed save, or half as much damage on a successful one.
Amorphous shape. A Cesium dragon is both liquid and solid, and can become more liquid to squeeze into gaps around a foot wide, and can move without taking attacks of opportunity.
The dragon can take 2 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 a tail attack.
Move. The dragon moves its movement speed. this movement does not trigger attacks of opportunity.
Claw. the dragon makes one claw attack.
Description
A Cesium dragon only cares about three things. devouring mortal flesh, killing as many mortals as it can in its limited time on this planet, and making a lair in a massive city of what was once mortals homes. it will settle for a town though. it is a liquid and solid at once, and is insane. they only live about the same amount of time as a human, before their bodies become too unstable to sustain itself, and it explodes, doing 10d6 fire damage to anything within a 20 foot radius, as its body overflows with energy. if it dies by being killed instead of reaching old age, it instead falls apart into a metallic goop, and anyone in a 20 foot radius must make a dc 20 strength saving throw, or be knocked away 10 feet and become prone. cesium dragons are not natural, and came from human experimentation of gold and silver dragon eggs, combined with cesium, these eggs hatched, and the goopy mess that formed from both types of eggs fused together to create the first cesium dragons. they made more of themselves by stealing eggs from gold and silver dragons, and eventually found a way to make more of themselves with magic. they are rare, and can grow to full size in one day. they do not actually need to eat or drink to survive, but choose to do so as they hate the other races. they also enjoy tormenting those they have already killed, by forcing them to live on as spirits, unable to reach the afterlife until the cesium dragon dies. sometimes they will even recreate the scenes of their deaths with illusion magic to torment them further. evil creatures killed by the cesium dragon can try to plead with it to allow them to help it, and with a dc 20 persuasion check, the dragon will turn them into a wraith, and set them loose upon the world.
Lair and Lair Actions
A Cesium Dragon’s Lair
Cesium dragons make their lairs in small towns and villages it has destroyed, turning into a liquid state and separating itself just enough to know who or what is in its lair. it will reform itself into a complete state if it feels the need to.
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 can rain down Liquid metal. at a point it chooses within 120 feet of itself. every creature within 10 feet of the chosen point must make a dc 17 dex save, or take 3d6 fire damage, as the liquid metal burns them.
- The Dragon can cause spirits of who it has killed to appear, forcing everyone who can see them to make a dc 17 wisdom save, or become frightened until the start of their next turn, as the spirits ask for them to run.
Regional Effects
The region containing a legendary cesium dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Animals avoid 6 miles of this area completely, causing nature to overrun this area.
- Spirits of the dead wander 3 miles within the area of the lair, trapped by the Cesium dragons magic. the plead with you to help end their suffering. they will also tell them about the cesium dragon nearby.
- An Ominous mist surrounds the area within 1 mile of the dragons lair. the mist tastes metallic, and anyone who stays with this mist for 8 hours takes one point of exhaustion, and cannot benefit from a long rest.
If the dragon dies, these effects end immediately.
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