Huge Dragon, Neutral Good
Armor Class 17 (natural armor)
Hit Points 180 (18d12 + 72)
Speed 40 ft., fly 60 ft., swim 40 ft., burrow 30 ft.
STR
20 (+5)
DEX
18 (+4)
CON
18 (+4)
INT
16 (+3)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws STR +10, DEX +9, CON +9
Skills Acrobatics +10, Perception +7, Persuasion +6
Damage Vulnerabilities Fire
Damage Resistances Acid, Poison
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 16
Languages Common, Draconic
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

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

Actions

Multiattack: can make three attacks, two claw, one bite

Bite: Melee weapon attack, +11 to hit, reach 10ft, one target.

Hit: 2d10 +5 Piercing damage and 1d6 Poison damage

Claw: Melee weapon attack, +11 to hit, reach 5ft, one target

Hit: 2d6 +5 Slashing damage

Tail: Melee weapon attack, +11 to hit, reach 15ft, one target

Hit: 2d12 +5 Bludgeoning damage

Bio Change(Solid/Liquid): The dragon uses it’s internal body heat to control the temperature of it’s scales. After 2 rounds the dragon can shift between Solid and Liquid forms.

Solid: Add 2d6 Bludgeoning damage to Physical attacks.

Liquid: Anyone who attacks the dragon with a physical attack must make a DC 19 Constitution save or be Poisoned

Frightful Presence: Each creature of the dragons choice that is within 120-ft of the dragon and aware of it must succeed on a DC 15 Wisdom saving throw or be Frightened for 1 minute. The targets can repeat the saving throws at the ends of their turns. On a successful save the effect ends on that creature and the creature cannot be Frightened of the same dragon again for 24 hours.

Legendary Actions

3 Actions, only one can be used at a time. And only at the end of another time. Regains actions at the end of its turn.

Detect: The dragon makes a Wisdom Perception check

Tail Attack: It makes an attack with its tail.

Wing attack(costs 2 actions): Each creature within 10ft makes a DC 20 Dexterity saving throw or take 2d6+5 Bludgeoning damage and be knocked Prone. The dragon can move half it’s flying speed.

Description

More temperamental than other metallic dragons but not very aggressive in actions. They are the sassy dragons who’s attitudes are reflective of the biome they make their home in. They love sciences and find them to be utterly amazing. Though depending on how hot they are, may not be willing to admit their fascination.

    Mercury dragons are odd in the fact that they have two separate changes to their biological appearance and the way their bodies act. When solid it is easy to discern that their bodies are smoother than many others. Their scales being much wider and thinner than other dragons, but just as solid. The brows of the eyes moving in a curl until they meet at a point, forming a trench for the liquid mercury to drip off their face without getting in their nose or eyes. When they change to liquid the mercury is just dripping off their body, having a constantly moving body with liquid falling off of whatever it may be near.

    Temper-tempermental. A unique trait to the mercury dragon is that while in colder climates they are reserved, calm, but always seem to be content. They do what they have to and that is it. Their lairs often being in the tops of mountains or in areas that commonly receive snow.

    Mercury dragons in warmer climates however are outgoing, rambunctious and aggressive. They do not openly cause fights but they are extravagant and theatrical. They will make a show out of just about anything and can easily be street performers who travel around a certain area repeatedly.

    Dragons of Invention. Mercury dragons seek to hoard and keep relics of invention and science. Even if they do not use the materials they are fascinated in the ways of creating things in such odd methods. To a mercury dragon a map of the skies, a distillery, or some sort of unique flintlock pistol would be among the greatest treasures they could have.

Lair and Lair Actions

Lair Actions

On initiative 20 (losing on 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 lair rapidly changes temperature to either freezing cold, or blazing hot. Everyone besides the dragon must make a DC13 Constitution save or take 1d6 damage of the corresponding type (cold, fire).
  • A large pool of mercury drips from the ceiling covering a 20ft sphere. This area is Difficult terrain and all large or smaller creatures that enter the pool must make a DC 12 Dexterity save or fall Prone

Regional Effects

  • Given a day or longer a dragon can change the local temperature around it’s lair for a 3 mile sphere. Functioning as a [Tooltip Not Found] spell.
  • Within 1 mile of the dragons layer nothing can be Poisoned by anything other than a dragon.
  • Within 2 miles plants may drip mercury from their leaves.

If the dragon dies these effects slowly fade over 1d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
7/15/2019 9:24:33 PM
117
2
1
Coming Soon
7/18/2019 1:47:17 AM
179
0
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Coming Soon

Habitat: ArcticDesertForestHillMountainSwampUnderdark

sheaththeshadowangel

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