Huge Dragon, Typically Chaotic Good
Armor Class 19 (natural armor)
Hit Points 243 (18d12 + 126)
Speed 40 ft., Fly 80 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 +5, CON +12, WIS +6, CHA +10
Skills Arcana +8, Deception +10, Perception +11, Stealth +5
Damage Vulnerabilities Cold
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Amorphous Form. The dragon can use a free action to polymorph into an amorphous ooze form or back into its true form, which is dragon. While in this form the dragon can move through a space as narrow as 1 inch wide without squeezing, its statistics otherwise stays the same in both forms. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Rare Metals Scent. The dragon can pinpoint, by scent, the location of rare metals within 100 feet of it.

Actions

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

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage 7 (2d6) poison damage.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Pseudopod (Ooze Form Only). Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 3 (1d6) poison damage.

Breath Weapons (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 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.

Fire Breath. The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this bonus action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

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.

Detect. The dragon makes a Wisdom (Perception) check.

Attack. The dragon makes one melee attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 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

Mercury dragons are the changelings of dragons, they adopt new forms for the sake of mischief, to right wrongs, or to delight the downtrodden. A mercury dragon changes their shape the way others might change clothes, while wyrmlings can only change into an amorphous blob, ancient mercury dragons can perfectly mimic humanoids, beasts, and even other dragons.

Lair and Lair Actions

A Mercury Dragon’s Lair

Mercury dragons lair in high mountains, dwelling in caverns under snow-capped peaks. Caves with volcanic or geothermal activity are the most highly prized mercury dragon lairs, however this puts them in direct conflict with red dragons. Mercury dragons will often make alliances with any neighboring silver dragons too fight a red dragon that is threatening both of them.

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:

  • Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
  • The dragon casts the slow spell, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 18). The spell ends early if the dragon uses this lair action again or if the dragon dies.
  • Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.

Regional Effects

The region containing a legendary mercury dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Fire and lava within 6 miles of the lair become conduits for the dragon’s presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components and targeting any area of fire or lava in that region.
  • Rocks within 6 miles of the dragon’s lair sometimes move of their own accord, usually when no one is watching. Often the rocks obstruct the approach to the mercury dragon’s lair, with boulders moving to block narrow defiles, way-markers tumbling off the path, or smaller stones shifting beneath travelers’ feet to send them tumbling down slopes or into rivers.
  • Tracks appear on the ground within 6 miles of the dragon’s lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas that the dragon prefers to remain undisturbed.

If the dragon dies, these effects fade over the course of 1d10 days.

Monster Tags: Shapechanger

Habitat: MountainUrban

Charlesaurus

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