Huge Dragon, Lawful Evil
Armor Class 19
Hit Points 256 (19d12 + 133)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
27 (+8)
DEX
12 (+1)
CON
25 (+7)
INT
16 (+3)
WIS
13 (+1)
CHA
19 (+4)
Saving Throws DEX +7, CON +13, WIS +7, CHA +10
Skills Deception +10, Perception +13, Stealth +7
Damage Immunities Acid, Poison
Condition Immunities Poisoned
Senses Blindsight 60 ft, Darkvision 120 ft, Passive Perception 23
Languages Common, Draconic
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Amphibious. The dragon can breathe air and water.

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

Slime-Slick Scales. Any creature that grapples the dragon or is grappled by it takes 9 (2d8) acid damage at the start of the creature's turn.

Actions

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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) poison 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.

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 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.

Noxious Nasal Blast (Recharge 5–6). The dragon expels a massive stream of corrosive snot in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 45 (10d8) poison damage and 45 (10d8) acid damage on a failed save, or half as much damage on a successful one. A creature that fails the save is also poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Additionally, for each creature that failed the saving throw, roll a d20. On a result of 11 or higher, the creature is drenched in clinging mucus. While drenched, at the start of each of the creature's turns, nonmagical armor worn by the creature takes a permanent and cumulative −1 penalty to the AC it offers, and nonmagical weapons carried by the creature take a permanent and cumulative −1 penalty to damage rolls. If a nonmagical item's penalty drops to −5, the item is destroyed. A drenched creature can use an action to scrape off the mucus, ending this effect.

Legendary Actions

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.

Violent Sneeze. The dragon targets one creature it can see within 30 feet and sneezes a glob of mucus at it. The target must make a DC 21 Dexterity saving throw, taking 18 (4d8) poison damage and 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. If the target fails the save, roll a d20. On a result of 11 or higher, the creature is drenched in clinging mucus (see Noxious Nasal Blast for the drenched effect).

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 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.

Description

Mucus dragons are a revolting offshoot of green dragons, cursed or mutated by exposure to primordial oozes or toxic swamps. Their scales are a sickly yellow-green hue, perpetually glistening with a viscous coating of slime. Enlarged nasal passages dominate their skulls, giving their snouts a bulbous, swollen appearance. Clear, caustic mucus constantly drips from their nostrils, and they frequently emit wet, rattling snorts.

These dragons retain the cruel cunning of their green dragon cousins but are even more treacherous and sadistic. They delight in watching adventurers' prized equipment dissolve before their eyes, often toying with victims by allowing them to flee before sneezing mucus at them from a distance. Unlike typical green dragons that prefer manipulation and intrigue, mucus dragons are more direct in their cruelty, savoring the physical degradation of their foes.

Lair and Lair Actions

A mucus dragon's lair is a fetid nightmare found deep within toxic swamps, flooded caverns, or sewers beneath ancient cities. The entire lair reeks of rot and disease, with walls coated in thick layers of hardened slime. Pools of caustic mucus collect in every depression, and stalactites of crystallized secretions hang from the ceiling like grotesque chandeliers.

The dragon's hoard is kept in a central chamber, often submerged in acidic fluid that only the dragon can safely navigate. Treasures are frequently encased in protective amber-like cocoons of hardened mucus, which the dragon can dissolve at will with specialized saliva. The lair's tunnels are slick and treacherous, designed to cause intruders to slip into mucus pools.

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:

  • Mucus Geyser. A 10-foot-radius pool of mucus erupts in a geyser at a point the dragon can see within 120 feet of it. Each creature in a 20-foot-high cylinder centered on that point must make a DC 15 Dexterity saving throw or take 18 (4d8) acid damage and be knocked prone and covered in mucus (as if drenched by the dragon's breath weapon, but only roll a d20 if the creature failed the save).
  • Slime Walls. The dragon causes walls of translucent slime to ooze from surfaces, creating a 20-foot-by-20-foot wall of mucus that is 1 foot thick. The wall lasts until the next initiative count 20. Any creature that moves through the wall for the first time on a turn or starts its turn in the wall must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its next turn. The wall is difficult terrain and provides half cover.
  • Noxious Vapors. Poisonous fumes fill a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The vapor spreads around corners and lasts until initiative count 20 on the next round. Each creature that starts its turn in the area must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its next turn. The area is heavily obscured.

Regional Effects

The region containing a legendary mucus dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

  • Water sources within 1 mile of the lair are tainted with mucus, becoming slightly viscous and foul-tasting. Creatures that drink the water must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour.
  • Vegetation within 1 mile of the lair becomes slimy and diseased, attracting oozes and other aberrant creatures. The area is difficult terrain for creatures without a climbing speed.
  • Fog and mist within 1 mile of the lair takes on a yellowish-green tint and carries the stench of decay. The area is lightly obscured at all times.

If the dragon dies, the tainted water returns to normal within 1d10 days. The vegetation recovers over the course of a month. The fog and mist fade immediately.

Habitat: ForestSwamp

ChaosMT

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