Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Radioactive Aura. At the start of the dragon’s turn, the dragon can force any number of creatures of its choice within 10 feet of itself to make a DC 21 Constitution saving throw. On a failed save, a creature takes 7 (2d6) radiant damage plus 2 (1d4) necrotic damage and is frightened of the dragon until the start of its next turn.
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) radiant damage plus 2 (1d4) necrotic damage.
Claw. Melee Weapon Attack: +14 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 (2d8 + 8) bludgeoning damage.
Radioactive Breath (Recharge 5–6). The dragon exhales greenish fire in a 60-foot cone. Each creature in that area must make a DC 21 Constitution saving throw. On a failed save, the creature takes 35 (10d6) radiant damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. On a successful save, the creature takes half as much damage and doesn’t have its hit point maximum reduced.
Change Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.
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 22 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.
Green Embers (Costs 3 Actions). The dragon creates a dancing mote of green flame around a creature it can see within 60 feet of it. The target must succeed on a DC 19 Dexterity saving throw or take 31 (9d6) fire damage.
Description
Uranium dragons are the mad scientists of dragons often conducting experiments to alter and mutate other creatures. They are dark green or black in color with bright green crystals protruding from their spine, and their wings are yellow with black spots.
Uranium dragons have also been known to have advanced technology in their horde including but not limited to antimatter rifles and laser pistols, They also crave forbidden knowledge and cosmic secrets.
Lair and Lair Actions
A Uranium Dragon’s Lair
Uranium dragons dwell among secluded mountain peaks near deserts. Though many are comfortable in natural cavern complexes or abandoned mines, uranium dragons covet the lost outposts of humanoid civilization. An abandoned mountaintop laboratory or a remote tower raised by a long-dead wizard is the sort of lair that every uranium dragon dreams of.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row:
Alter Creature (1/day). The dragon targets one willing creature, or a creature that is incapacitated, or restrained within 5 feet of the dragon. The target must make a DC 19 Constitution saving throw, on a failed save the dragon modifies a selected part of the target creature's physical form. This could be changing hands into claws (or vice versa), giving a quadruped an upright, bipedal stance, cause a creature to grow or lose a tail or a pair of wings, increase or decrease brain capacity, incorporate parts of other creatures into the target creature, and so on. Changes made by the dragon will affect the target creature's genetic makeup thereafter. The effects might be passed on to offspring if the creature mates with a similarly altered creature of its own original species. Only the wish spell can reverse the changes made by this effect. (Choose from, or roll on a random mutation table of the DM’s choice.)
Earthquake. A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
Lightning Arc. Lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.
Poisonous Gas. Poisonous 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 surrounding a legendary uranium dragon’s lair is altered by the dragon’s magic, creating one or more of the following effects:
Uranium Profusion. Natural stone within 6 miles of the lair grows plentiful uranium formations and veins of uranium, particularly underground.
Radiation Sickness. 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 unable to reduce its levels of exhaustion or regain spent Hit Dice. Creatures resistant or immune to necrotic damage are immune to this regional effect.
Mutated Wildlife. Warped beasts with lopsided anatomy, extra heads, and stranger qualities roam within 6 miles of the lair, ambushing any travelers in the area.
Preservation of Knowledge. Books, letters, and any other physical forms of writing within 6 miles of the dragon’s lair become magically charged and can’t be damaged by nonmagical means.
The Hills Have Eyes. Vultures within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears.
If the dragon dies, the vultures lose their supernatural link to it, the population of beasts in the region returns to normal over the course of 1d10 years. The existing abundance of uranium remains, but new deposits form at a normal rate.
Comments