Aquatic. The dragon can breath only water
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: +14 to hit, reach 10 ft., one target Hit: 19(2d10 + 8) piercing damage + 5(1d10) lightning 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 21 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.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
lightning Breath. The dragon exhales fire in a 90ft. Long 5 foot white line. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
The serpent 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 serpent regains spent legendary actions at the start of its turn.
Detect. The serpent makes a Wisdom (Perception) check.
Tail Attack. The serpent makes a tail attack.
Lightning Breath: The Serpent beats makes a lightning breath attack provided that it is charged. If it is not the dragon can roll to recharge it with this action.
Lair and Lair Actions
A Sea serpents Lair
Sea serpents make their lairs in deal underwater caves. Where light is scarce. It also prefers to live near underwater caves.
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:
- The serpent causes strong underwater currents all creatures in its lair it chooses must make a DC 17 Strength Saving throw or be pushed up to 30 ft in a direction of the serpents choice.
- The serpent Brings seaweed from the ground to do its will. All creatures of the serpents choice must make a DC 17 dexterity saving throw or be restrained it can repeat the saving throw on each of its turns.
Regional Effects
The region containing a legendary sea serpents lair is warped by the Serpents magic, which creates one or more of the following effects:
- Sea creatures grow to huge sizes. All creatures are 1 size larger than normal within 1 mile of the lair
- Fish and sea life act as the serpents eyes and ears anything they see or hear the dragon can see or hear.
- Sea weed grows at 10 times its normal speed
If the dragon dies, these effects end immediately.
Previous Versions
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Posted Sep 11, 2020I can use this perfect ally in campaign