Hadron the Mechanical God - Monster - Dragon - Superboss CR 30

by Dweebie

Search GM Binder Visit User Profile
Hadron

The Mechanical God

Proof of Mankind's Tenacity

Built without the use of magic, Hadron is a giant mechanical dragon with 8 heads. It mimics the powers and abilities of all 8 chromatic dragons. This creature is so powerful it rivals the power of even Tiamat the Dragon Queen. It uses science to replicate the effects of all 8 chromatic dragons and is made almost entirely of titanium making it nearly indestructable by any conventional means.


Legendary Actions

Hadron can take 5 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. Hadron regains spent legendary actions at the start of its turn. Hadron's legendary action options are associated with its eight dragon heads (a bite and a breath weapon for each). Once Hadron chooses a legendary action option for one of its heads, it can't choose another one associated with that head until the start of its next turn.

Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 32 (4d10 + 10) slashing damage plus 14 (4d6) acid damage (black dragon head), cold damage (white dragon head), lightning damage (blue dragon head), poison damage (green dragon head), slashing damage (yellow dragon head), piercing damage (orange dragon head), fire damage (red dragon head), force damage (purple dragon head).

Black Dragon Head: Acid Breath (Costs 2 Actions). Hadron exhales fluoroantimonic acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.

White Dragon Head: Cold Breath (Costs 2 Actions). Hadron exhales a chilling breath of ethanol and liquid nitrogen in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 42 (10d8) cold damage on a failed save, or half as much damage on a successful one on a failed save creatures become frozen in place and must continue to make saves or take fire damage to be freed, on a successful save creatures have their movement speed halved for the next round of combat.

Blue Dragon Head: Lightning Breath (Costs 2 Actions, must be flying to use). Hadron exhales lightning in a 40-foot sphere below it that reaches to the ground. Each creatures in that sphere must make a DC 27 Constitution saving throw (creatures on the outer 5 feet of the sphere can choose to instead make a Dexterity save), taking 112 (20d10) lightning damage on a failed save, or half as much damage on a successful one.

Green Dragon Head: Poison Breath (Costs 2 Actions). Hadron exhales chlorine gas in a 60-foot sphere around it. Each creature in that area must make a DC 27 Constitution saving throw, taking 53 (16d6) poison damage and loosing their bonus action for the next round of combat on a failed save, or half as much damage on a successful one without the other effect.

Yellow Dragon Head: Salt Breath (Costs 2 Actions). Hadron exhales fine salt crystals in a 120­-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature who fails their save is also blinded for 1 minute, has disadvantage on attack rolls and ability checks, and is unable to breathe as the salt hardens over any orifice on the creature’s body. A creature who fails their save by more than 5 is unable to take a breath as they become covered in salt and immediately starts suffocating. If a creature uses an action to pour at least 1 gallon of salt-free water over the victim, the victim is no longer affected by the dragon’s salt breath at the start of their next turn.

Orange Dragon Head: Sodium Breath (Costs 2 Actions). Hadron exhales pure liquid sodium in a 60-­foot line that is 5 feet wide. Each unoccupied space in the line that contains any amount of exposed water causes an explosion which deals 38 (7d10) fire damage to all creatures and objects within 15 feet, or half as much on a successful DC 27 Dexterity saving throw. Each creature in that line must succeed on a DC 27 Dexterity saving throw or be coated in foul smelling sodium slime. At the start of the dragon’s next turn the sodium ignites and all creatures covered in sodium take 82 (15d10) fire damage. If a creature covered in sodium comes into contact with water before the sodium ignites, the sodium coating the creature explodes causing all creatures and objects within 15 feet of the victim to take 82 (15d10) fire damage, or half as much on a DC 27 Dexterity saving throw. The primary victim automatically fails this save. A creature can use an action to douse themselves or an adjacent ally in oil to prevent the sodium slime from exploding for 1d4 hours, however, this will not prevent detonation due to exposure to water or future sodium breath attacks from exploding.

Red Dragon Head: Fire Breath (Costs 2 Actions). Hadron exhales pure hydrogen gas in a 90-foot cone igniting into flames. Each creature in that area must make a DC 27 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

Purple Dragon Head: Plasma Breath (Costs 2 Actions). Hadron exhales a colorless liquid Nitroglycerin in a 30 * 40 * 50 foot area in front of it. Each creature in that area must make a DC 27 Dexterity saving throw, taking 98 (28d6) fire damage on a failed save, or half as much damage on a successful one. All creatures within 100 feet of the explosion are knocked back 10 feet. Fire damage dealt by the dragon’s breath bypasses fire resistance, but not immunity. The massive energy ionizes the air and causes an explosion of plasma, all creatures within 60 feet of Hadron that can see it must succeed on a DC 27 Constitution saving throw or be blinded for 1d4 rounds.


Hadron

Gargantuan Construct, True Neutral


  • Armor Class 26 (natural armor)
  • Hit Points 835 (50d20 + 300)
  • Speed 60 ft., fly 200 ft.

STR DEX CON INT WIS CHA
30 (+10) 12 (+1) 30 (+10) 20 (+5) 30 (+10) 28 (+9)

  • Saving Throws Str +19, Dex +10, Wis +19, Con +28
  • Skills Perception +19, Athletics +19, Insight +19
  • Damage Immunities acid, cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks.
  • Condition Immunities blinded, charmed, deafened, frightened, poisoned, stunned
  • Senses darkvision 240 ft., tremorsense 600 ft., truesight 180 ft., blindsight 100 ft., Passive Perception 36
  • Languages all
  • Challenge 30 (155000 XP)
  • Proficiency Bonus +9

Legendary Resistance (5/Day). If Hadron fails a saving throw, it can choose to succeed instead.

Limited Magic Immunity. Unless it wishes to be affected, Hadron is immune to spells of 6th level or lower. It has advantage on saving throws against all other spells and magical effects.

Incredible Power. None of Hadron's attacks are magical. Any ability that gives immunity to non-magical damage does not apply to Hadron's damage however, it instead gives resistance.

Multiple Heads. Hadron can take one reaction per turn, rather than only one per round. It also has advantage on saving throws against being knocked unconscious. If it fails a saving throw against an effect that would stun a creature, one of its unspent legendary actions is spent.

Bio-mechanical Reproduction. Hadron regains 30 hit points at the start of its turn.


Actions

Multiattack. Hadron can use its Frightful Presence. It then makes three attacks: two with its claws and one with its tail.

Claws. Melee Weapon Attack: + 19 to hit, reach 15 ft., one target. Hit: 24 (4d6 + 10) slashing damage.

Tail. Melee Weapon Attack: + 19 to hit, reach 25 ft., one target. Hit: 28 (4d8 + 10) piercing damage.

Frightful Presence. Each creature of Hadron's choice that is within 240 feet of Hadron and aware of it must succeed on a DC 26 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 Hadron's Frightful Presence for the next 24 hours.


 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.