Vile resistance. The hex dragon has advantage on saves against effects and spells that would count as debuffs such as bane, power word stun, bestow curse, etc.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Retributive curse. When a target deals more than 10 points of damage to the hex dragon it can curse them as a reaction if they fail a dc 15 wisdom save. Giving them on of the following effects and when the hex dragon is reduced to 0 hit points each creature within 30ft must make a dc 15 wisdom save or be cursed.
Sickness: the target becomes poisoned until the curse is removed.
Agony: the target has disadvantage on all attack rolls and checks.
Blindness: the target becomes blind.
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: +7 to hit, reach 5 ft., 1 target. Hit: 17 (3d8 + 3) piercing damage plus 12 (3d8) acid damage.
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 9 (2d6 + 3) slashing damage.
Tail. Melee Weapon Attack: +7 to hit, reach 15 ft., 1 target. Hit: 11 (2d8 + 3) bludgeoning damage.
Frightful Presence. Each creature of the dragon’s choice that is within 120 ft of the dragon and aware of it must succeed on a DC 15 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.
Vile breath (recharge 5-6). The hex dragon exhales a 10ft wide 60ft ling of vile venom and each creature within the radius must make a dc 15 Constitution saving throw or take 1d8 points of constitution damage and 26 (8d6) necrotic damage. On a successful save the target takes only half the necrotic damage and none of the constitution damage. The lost constitution points can only be regained after a long rest and if the target's constitution is reduced to 0 they die.
The adult hex 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 adult hex dragon regains spent legendary actions at the start of its turn.
Detect (Costs 1 Actions). The dragon makes a Wisdom (Perception) check.
Tail attack (Costs 1 Actions). The dragon makes a tail attack.
Wing attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 9 (2d6 + 3) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
Possibly distant relatives of the Black Dragon, Hex Dragons are a cruel and manipulative breed, infamous for their love of corruption, betrayal and decay. Making their lairs in caverns, dark forests and fetid swamps, they are the witches of the dragon world, embodying the sinister and corruptive aspects of magic. These dragons have long, segmented bodies, with mouths filled with a multitude of small but needle-sharp teeth. Their eyes are emerald green, and smoulder within sunken pit-like eyesockets beneath a pair of corkscrewing horns that rise from their crowns. Wyrmling hex dragons are surprisingly flabby, with corpse-pale scales that give them an almost maggot-like appearance. As they age, though, they darken in color to a deep eldritch purple, with fat melting away to be replaced by wiry muscles; an adult hex dragon is lean and strong. Hex dragons are marked by myriad arcane runes, which form on their scales shortly after hatching and become increasingly luminiscent as the dragon ages, until they burn with eldritch fire. A hex dragon's voice is described as being high-pitched, melodious, and sweet as poisoned honey.
Hex dragons frequently work with the undead, and also make use of their inherent skill as Enchanters to enslave living subjects. Younger hex dragons unable to access caverns to dwell in have their minions craft them large huts, lavishly furnished and decorated with macabre imagery; unless the hex dragon eventually discovers a sufficiently inviting cave, these huts will grow with the dragon's powerbase, eventually forming small cities in the middle of nowhere. Cavern lairs are decorated with the same grisly imagery in the form of frescoes and pilasters. Regardless of whether the hex dragon lives above or below ground, its lair is a hellish place filled with strange odors, smoking vats & braziers, pickled specimen jars, and mummified corpses.
Whilst able to eat practically anything, hex dragons are notoriously fussy eaters, often turning the act of dining into a ritual - such as only consuming specific organs from specific creatures during specific phases of the moon.
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