Slimy Dragon (5e Creature)
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Slimy Dragon[edit]
Huge dragon, unaligned Armor Class 15 (natural armor)
Saving Throws Dex +4, Con +12 Slimy Body. Any creature that touches the dragon or hits it with a melee attack takes 5 (2d4) acid damage. Sticky. Any melee weapon that hits the dragon sticks to it. While stuck to the dragon, a weapon can only attack the dragon, has advantage on attack rolls to do so, and has a -5 penalty to damage. A creature can free a stuck weapon as a bonus action with a DC 21 Strength check. Stuck. To use its flying speed, the dragon must first succeed on a DC 16 Strength check. ACTIONSPseudopod. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) acid damage. Shoot Slime. Ranged Weapon Attack: +11 to hit, range 50/150 ft., one target. Hit: 13 (2d6 + 6) acid damage. Slime Breath (Recharge 4-6). The dragon exhales slime in a 70-foot line that is 5 feet wide. Each creature in that area must succeed on a DC 20 Dexterity saving throw or take 24 (7d6) acid damage and become infected with slime. A creature infected with slime must succeed on a DC 20 Strength check to move, has disadvantage on attack rolls, and gains resistance to acid damage and vulnerability to fire damage. A creature can repeat the save every 24 hours, taking 7 (2d6) acid damage on a failure, and reducing the DC by 5 on a success. If the DC ever drops to 0, the creature is no longer infected.
LEGENDARY ACTIONSThe 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 regains spent legendary actions at the start of its turn. |
Slimy dragons are often created by a fallen dragon arising again as a half-ooze creature, but not always. Some were just created, and all carry a vile slimy curse. |
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