Amphibious. The dragon can breathe air and water.
Extraterrestrial. The dragon does not need air or water to breathe, as it can live in space through its fusion core within its body. The dragon can still breathe air or water if it chooses.
Radiation Aura: The dragon emits a constant field of low-level radiation, which can cause sickness and disorientation in those who get too close. Takes 15 (3d8)
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Mythical Boost (3/Day). If the dragon succeeds on a saving throw, it can choose to do double the damage. It can also decide to live even if the action is instant death.
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 15 ft., one target. Hit: 50 (5d10 + 8) piercing damage plus 8 (1d8) atomic damage.
Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 25 ft., one target. Hit: 32 (2d12 + 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 18 Wisdom saving throw or become frightened for 2 minutes. 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.
Atomic Breath (Recharge 5–6). The dragon exhales a fission beam in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 120 (12d20) atomic damage on a failed save, or half as much damage on a successful one.
Energy Absorption: It can absorb and harness various forms of energy, making it stronger and capable of regenerating rapidly. This includes any elemental attack or magic attack depending on the spell level; regeneration is 1d12 if the spell is 1st-tier magic, and any tier after the 1st tier adds 1d12 to the regeneration.
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and the end of another creature's turn. The dragon regains legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 30 (2d12 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
The dragon can take three mythical actions, choosing from the options below. Only one mythical action option can be used at a time and the end of another creature's turn. The dragon regains mythical actions at the start of its turn.
Plasma Blasts. The dragon can fire balls of plasma from its mouth, which explode on impact in a radius of 15 ft, causing kinetic and thermal damage 50 (5d10 + 5)
Fusion Overload: When threatened or absorbed too much energy, the dragon can also force this if it feels that it has made enough energy. The dragon can release a shockwave of nuclear power, devastating everything in a 200-ft radius around it. Any creature inside the radius instantly takes 120 damage.
Description
- Scales: Iridescent, shimmering with an eerie black and blue-greenish glow, interlaced with veins of molten energy.
- Eyes: Luminescent, radiating a soft, radioactive green light.
- Wings: Vast and semi-translucent, with veins of glowing energy pulsing through them, creating a mesmerizing aura.
- Claws and Teeth: Reinforced with hardened material, almost metallic, with a dull glow hinting at the raw power they contain.
- Spines and Tail: The spines are lined with glowing spines that emit a soft hum. The tail is long and ends in a cluster of energy-charged spikes.
- Territorial: Fiercely protective of its domain, which is often a desolate, irradiated wasteland.
- Intelligent: Highly intelligent, capable of strategic thinking and problem-solving.
- Solitary: This Dragon prefers to live alone and is rarely seen with other creatures unless they serve as minions or are part of its ecosystem.
- Aloof: Generally indifferent to the affairs of lesser beings unless provoked or its territory is threatened.
Lair and Lair Actions
Inside the lair is a sprawling complex of interconnected chambers and tunnels. Walls and floors are made of cracked and scorched metal, intermixed with crystallized stone formations that glow with radioactive energy. At the heart of the lair lies the Core Chamber, a vast, dome-shaped room with a floor made of cracked, glass-like material that pulses with light. A massive, ancient reactor sits in the center, still functional and radiating a powerful, ominous energy. Adjacent to the Core Chamber is the dragon's treasure vault, filled with glowing artifacts, shimmering piles of irradiated precious metals, and ancient magical relics.
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 manipulates the radioactive energy permeating the lair, causing the ground in a 30-foot radius centered on a point it can see within 120 feet to become irradiated. The area becomes rugged terrain, and any creature other than Varyx that starts its turn there must succeed on a DC 18 Constitution saving throw or gain one level of exhaustion due to the intense radiation.
- The dragon releases a wave of radiation from the lair’s core reactor. Each creature of the dragon’s choice within the lair must succeed on a DC 18 Constitution saving throw or take 21 (6d6) radiant damage and be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each turn, ending the effect on itself on a success.
- Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Regional Effects
The region containing a legendary atomic dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- The land within 6 miles of the lair takes twice as long, as usual, to traverse since the plants grow thick and twisted, and the swamps are thick with reeking mud.
- Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.
- Fog lightly obscures the land within 6 miles of the lair.
- Non-dragon creatures that spend a long rest within 6 miles of the lair must succeed on a DC 15 Constitution saving throw or suffer the effects of radiation poisoning, taking 1d6 Constitution damage and becoming poisoned until they finish a long rest outside the area.
- Plants, rocks, and water sources within 6 miles of the lair faintly glow with a greenish-blue light, providing dim light in a 10-foot radius.
- Beasts within 6 miles of the lair are unusually aggressive and have a 25% chance of exhibiting random mutations, such as extra limbs, glowing eyes, or unusual size.
If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days.
Comments