Small Dragon, Any Non-Lawful Alignment
Armor Class 15 Natural Armor
Hit Points 17 (3d10 + 2)
Speed 120 ft., Walk 45 ft.
STR
14 (+2)
DEX
20 (+5)
CON
14 (+2)
INT
18 (+4)
WIS
20 (+5)
CHA
18 (+4)
Saving Throws INT +6, WIS +7, CHA +6
Damage Resistances Fire
Senses Darkvision 120 feet, Passive Perception 17
Languages Common, Draconic
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Amphibious. The Aquatic Dragon can breathe air and water.

Actions

Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 2) piercing damage

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage

Water Breath (Recharge 5–6). The dragon vomits a forceful blast of water in a 10-foot cone. Each creature in that cone must make a DC 12 Constitution saving throw, taking 22 (4d10) force damage on a failed save, or half as much damage on a successful one.

Description

Aquatic Dragons are mixes between a normal dragon and dragon turtles and are thus shunned by both. This causes Aquatic Dragons to run from any danger, and always be on alert. They often live in shallow beaches, coves, or rivers to avoid others.

Aquatic Dragons are similar to Chinese dragons in body shape. It has soft scales that range from pearl to light blue in color with a very glimmering shine to it that is similar to water. It has large finned feet and large fins on it's back and on the tip of its tail.

Lair and Lair Actions

Aquatic Dragons make their homes in the sands of Coves, Shallow Beaches, and Rivers to avoid dragons that don't commonly visit the coast and hide from dragon turtles that would be beached if they gon that close to land. They use their large fins to dig up the sand on the river/ocean beds and bury treasure they find underwater to make sure no one can get to it.

The water around an Aquatic Dragon's lair spins and forms a whirlpool in calm waters. In rivers, large areas are made into rapids. This is due to the fact that these dragons spin underwater, combing the water's bed for valuables as they can not go above water due to fear of being attacked.

Lair Actions

On initiative count 20 (losing initiative ties), the Aquatic Dragon takes a lair action to cause one of the following effects; the Aquatic Dragon can’t use the same effect two rounds in a row:

  • Water shoots up and creates a small wall of water around the Aquatic Dragon using its natural camouflage to disguise itself. Until the next turn, the Aquatic Dragon has advantage on stealth checks
  • A 20-foot sphere of water centralized on a point the Aquatic Dragon can see appears. This ball of water acts as difficult terrain and can be swam through.

Regional Effects

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

  • Water one mile from the lair is more reflective and makes it so that any Aquatic Dragons have advantage on stealth while in said water.
  • Steam Mephits live on the beaches of the water of where Aquatic Dragons live, staying at most one mile from the Aquatic Dragon.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: CoastalUnderwater

RaymozofDarkskies

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