Radiated. The Radiation Dragon Wyrmling has an immunity to radiation and nuclear damage, and heal for the amount of damage dealt to them by either source.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon can use its Irradiated Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 23 (2d12 + 10) piercing damage plus 14 (4d6) radiation damage.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 21 (2d10 + 10) slashing damage.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 21 (2d10 + 10) bludgeoning damage.
Irradiated 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 22 Wisdom saving throw or become poisoned 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.
Radiation Breath (Recharge 5–6). The dragon exhales irradiated isotopes in a 90-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 98 (28d6) radiation damage on a failed save, or half as much damage on a successful one.
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.
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 26 Dexterity saving throw or take 19 (2d8 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
Dragons being territorial creatures defend their lands to the death and refuse to abandon it. When heavy radiation leaks into a dragon's territory, sometimes the dragon mutates from it as opposed to perishing. These dragons are even more formidable than their non-irradiated counterparts, and the area around them can be just as dangerous.
Lair and Lair Actions
An Ancient Radiation Dragon's lair is just as foul and irradiated as it is. Large crystalized uranium sprouts from the area within the dragon's lair, and the air within the lair is heavy and charged to an noticeable extent with the force of the radiation
Lair Actions
On initiative count 20 (losing initiative ties), the Ancient Radiation Dragon takes a lair action to cause one of the following effects; the Ancient Radiation Dragon can’t use the same effect two rounds in a row:
- Uranium Barrage. The uranium crystals within the lair vibrate and shatter. All creatures within 10 feet of a uranium crystal must succeed on a DC 23 Dexterity saving throw or take 19 (2d8 + 10) radiation damage.
- Heavy Air. The air within the lair grows heavy with the increased radiation in the air. All creatures within the lair (excluding Radiation Dragons) must succeed on a DC 23 Strength saving throw or be knocked prone.
- Nuclear Reaction. The atoms within the lair undergo both fusion and fission at the same time. All creatures within the lair must succeed on a DC 23 Constitution saving throw or take 15 (2d6 + 8) nuclear damage.
Regional Effects
The region containing an Ancient Radiation Dragon’s lair is irradiated, which creates one or more of the following effects:
- Irradiated Water. The water within the region (including rain) is heavily irradiated. Any creature that consumes or submerges themselves with this water takes 16 (3d10) nuclear damage.
- Fusion. Atoms within the region will fuse at seemingly random intervals. Periodically the distance between objects (ex. boulders, trees, creatures) is halved for the next minute before returning to the distance it originally was.
- Fission. Atoms within the region will fizz at seemingly random intervals. Periodically the distance between objects (ex. boulders, trees, creatures) is doubled for the next minute before returning to the distance it originally was.
If the Ancient Radiation Dragon dies, these effects fade over the course of 8d10 days.
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