Huge Dragon, Unaligned
Armor Class 18 (natural armor)
Hit Points 170 (15d12 + 70)
Speed 50 ft.
STR
24 (+7)
DEX
13 (+1)
CON
24 (+7)
INT
10 (+0)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws STR +12, DEX +6, CON +12, WIS +5, CHA +4
Skills Intimidation +8, Perception +11
Damage Resistances Fire, Lightning
Damage Immunities Radiant
Condition Immunities Frightened, Paralyzed, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 18
Languages Understands small amounts of draconic and can communicate in broken draconic phrases.
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Nuclear Core. The dragon emits radioactive energy. Creatures that end their turn within 10ft of the dragon must make a DC 17 Constitution saving throw. On a failed save, the creature takes 1d6 + 6 radiant damage and becomes Irradiated.

Irradiating. Some of the dragon's actions and traits can cause Irradiation. Irradiated creatures cannot heal and lose 1d6 + 3 maximum hit points each turn for 3 turns. Lost maximum hit points are returned once a creature is not irradiated for 3 turns.

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

Actions

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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) 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 16 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.

Gamma Breath (Recharge 5–6). The dragon fires a gamma burst in a 80-­foot line that is 3 feet wide. Each creature in that line must make a DC 18 Constitution saving throw, taking 54 (12d8) radiant damage on a failed save, or half as much damage on a successful one. Creatures that fail their save also become Irradiated. The area covered by the attack also becomes irradiated, dealing 1d10 radiant damage to all creatures that end their turn within the area. 

Reactions

Meltdown. If a creature lands a hit on the dragon, it can use its reaction to shed parts of its scales, littering the ground with radioactive energy. This causes all terrain within a 10ft radius of the dragon to become irradiated for 2 turns, dealing 1d10 radiant damage to all creatures that end their turn within the area. This lowers the dragon's armour class by 1 until its next turn.

 

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 a tail attack.

Gamma Spike. The dragon chooses a creature it can see within 40ft. This creature must make a DC 18 Constitution saving throw. On a fail, it takes 2d8 + 2 radiant damage and becomes irradiated.

Gamma Burst (Costs 2 actions). The dragon teleports to an empty space that it can see within 60 feet. The area previously occupied by the dragon becomes irradiated, dealing 1d10 radiant damage to all creatures that end their turn within the area. 

Nuclear Fusion (Costs 3 actions) (1/day). The dragon siphons radioactive energy from the environment, recharging its breath weapon. This cannot be used if the dragon used its breath weapon on its previous turn.

Description

Uranium dragons have long lost their sanity due to their adaptation to a radioactive environment. Unlike other dragons, uranium dragons are not intelligent, and act much more like a wild animal than a typical dragon, which is unusual, especially for a metallic dragon. Uranium dragons live by siphoning off energy from uranium ore, so they rarely leave their lair, since there is no reason for them to. If it finds an intruder in its lair, however, they will be swiftly dealt with.

Lair and Lair Actions

Uranium dragons live in long-forgotten mines and caves, deep within the underground. The presence of radioactive minerals has irradiated the area to such an extent that is uninhabitable for any creature that is not immune to the effects. The cave walls are littered with sparkling green ore, and the air itself shimmers with crackling energy. The dragon's horde consists of piles and piles of uranium ore that it covers itself in to regain energy. The dragon does not need to feed because of this, so the lair is utterly devoid of any signs life aside from the dragon itself.

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:

  • A chunk of uranium ore that the dragon can see within 120ft undergoes a violent reaction, exploding and dealing 1d8+6 radiant damage to creatures within 10ft, knocking them prone and irradiating the terrain within the blast.
  • A ball of crackling green energy appears at a point within 120ft of the dragon. The next time a lair action is taken by the dragon, the ball will explode, dealing 4d8+20 radiant damage to any creatures within a 20ft radius.
  • The dragon pulses with energy, and fills the entire lair with radiation. All other creatures within the dragon's lair, must make a DC 18 Constitution saving throw, or become irradiated.

Regional Effects

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

  • Creatures travelling within 2 miles of the lair will occasionally suffer radiation sickness.
  • The land within a mile of the lair is lightly radioactive. Creatures in this area must make a DC 15 constitution saving throw every 15 minutes or become irradiated.
  • Sparkling green uranium ore grows within the rock, and the presence of uranium ore is far more common than in unaffected areas.

If the dragon dies, the radiation in the area will fade rapidly, over the course of 1-3 weeks. The uranium ore will also become inert after a month.

Habitat: Underdark

HiImLilac

Comments

Posts Quoted:
Reply
Clear All Quotes