Small and quick, atom dragons are often avoidant of sentient races, and for more than one reason. While their natural affinity for radiation is dangerous and risks creatures being exposed to it, atom dragons also find most races boring. Even in old age, they have a playful streak, and often prod creatures from a distance to see if they hide any unknown traits.
Tiny dragon, chaotic neutral Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Spacefarer. The dragon doesn't require air or sleep, and can go up to 10 years without food or drink. When not subjected to gravity, the dragon's speed becomes 5280 ft. Multiattack. The dragon makes three attacks; two with its claws and one with its bite. The bite can be replaced with Fission breath if it is charged. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit 12 (2d10 + 1) piercing damage plus 5 (1d10) radiant damage. Claw. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit 15 (2d6 + 8) slashing damage. Tail. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit 17 (2d8 + 8) slashing damage Radioactive Presence. Each creature of the dragon's choice within 120 feet of it must succeed on a DC 21 Constitution saving throw or become poisoned until the end of its next turn. If a creature is under total cover under an object made of metal, it automatically succeeds the saving throw. Fission Breath (Recharge 5-6). The dragon exhales atomic energy in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 33 (6d10) fire damage and 33 (6d10) radiant damage on a failed save, or half as much on a successful one. The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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 1 tail attack. Race For Safety (Costs 2 Actions). The dragon can instantly fly up to its flying speed without provoking opportunity attacks.Atom Dragon
Ancient Atom Dragon
STR
DEX
CON
INT
WIS
CHA
14 (+2)
30 (+10)
28 (+9)
18 (+4)
14 (+2)
22 (+6)
Actions
Legendary Actions
Adult Atom Dragon
Tiny dragon, chaotic neutral
- Armor Class 20 (natural armour)
- Hit Points 190 (20d4 + 140)
- Speed 30 ft., fly 80 ft.
STR DEX CON INT WIS CHA 13 (+1) 27 (+8) 25 (+7) 17 (+3) 13 (+1) 20 (+5)
- Saving Throws Dex +13, Con +12, Wis +6, Cha +10
- Skills Arcana +8, History +8, Perception +6, Stealth +13
- Damage Resistances fire
- Damage Immunities radiant
- Condition Immunities blinded
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 16
- Languages Common, Celestial, Draconic
- Challenge 16 (15,000 XP)
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Spacefarer. The dragon doesn't require air or sleep, and can go up to 10 years without food or drink. When not subjected to gravity, the dragon's speed becomes 5280 ft.
Actions
Multiattack. The dragon makes three attacks; two with its claws and one with its bite. The bite can be replaced with Fission breath if it is charged.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 12 (2d10 + 1) piercing damage plus 5 (1d10) radiant damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit 17 (2d8 + 8) slashing damage
Radioactive Presence. Each creature of the dragon's choice within 120 feet of it must succeed on a DC 18 Constitution saving throw or become poisoned until the end of its next turn. If a creature is under total cover under an object made of metal, it automatically succeeds the saving throw.
Fission Breath (Recharge 5-6). The dragon exhales atomic energy in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 32 (7d8) fire damage and 32 (7d8) radiant damage on a failed save, or half as much on a successful one.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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 1 tail attack.
Race For Safety (Costs 2 Actions). The dragon can instantly fly up to its flying speed without provoking opportunity attacks.
Young Atom Dragon
Tiny dragon, chaotic neutral
- Armor Class 18 (natural armour)
- Hit Points 130 (20d4 + 80)
- Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA 11 (+0) 23 (+6) 19 (+4) 15 (+2) 13 (+1) 17 (+3)
- Saving Throws Dex +10, Con +8, Wis +5, Cha +7
- Skills Arcana +5, Perception +5, Stealth +10
- Damage Resistances fire
- Damage Immunities radiant
- Condition Immunities blinded
- Senses blindsight 30ft., darkvision 120 ft., passive Perception 15
- Languages Common, Draconic, Celestial
- Challenge 9 (5,000 XP)
Spacefarer. The dragon doesn't require air or sleep, and can go up to 10 years without food or drink. When not subjected to gravity, the dragon's speed becomes 5280 ft.
Actions
Multiattack. The dragon makes three attacks; two claw attacks and one one bite attack. The bite can be replaced with Fission Breath if it is charged.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d10) piercing damage and 5 (1d10) radiant damage.
Claw. Melee Weapon Attack: +10 to hit, Reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Fission Breath (Recharge 5-6). The dragon exhales atomic energy in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 18 (4d8) fire damage and 18 (4d8) radiant damage on a failed save, or half as much on a successful one.
Atom Dragon Wyrmling
Tiny dragon, chaotic neutral
- Armor Class 16 (natural armour)
- Hit Points 39 (6d4 + 24)
- Speed 20 ft., fly 60 ft.
STR DEX CON INT WIS CHA 9 (-1) 18 (+4) 17 (+3) 12 (+1) 10 (+0) 14 (+2)
- Saving Throws Dex +6, Con +5, Wis +2, Cha +4
- Skills Perception +2, Stealth +6
- Damage Resistances fire, radiant
- Condition Immunities blinded
- Senses blindsight 15 ft., darkvision 30 ft., passive Perception 14
- Languages Celestial, Draconic
- Challenge 2 (450 XP)
Spacefarer. The dragon doesn't require air or sleep, and can go up to 10 years without food or drink. When not subjected to gravity, the dragon's speed becomes 5280 ft.
Actions
Claw. Melee Weapon Attack: +6 to hit, Reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage
Fission Breath (Recharge 5-6). The dragon exhales atomic energy in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 11 (3d6) fire damage and 11 (3d6) radiant damage on a failed save, or half as much on a successful one.