Huge Dragon, Unaligned
Armor Class 18 Natural Armor
Hit Points 178 (17d10 + 85)
Speed 40 ft., Fly 80 ft., Swim 80 ft.
STR
23 (+6)
DEX
14 (+2)
CON
21 (+5)
INT
16 (+3)
WIS
13 (+1)
CHA
20 (+5)
Saving Throws DEX +6, CON +9, WIS +5, CHA +9
Damage Vulnerabilities Lightning
Damage Resistances Cold, Fire
Condition Immunities Prone
Senses Truesight, Passive Perception 19
Languages Draconic Understands but can only speak telepathically., Druidic Understands but can only speak telepathically
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Amphibious. The amphithere can breathe air and water.

Actions

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

Breath Weapons (Recharge 5–6). The amphithere uses one of the following breath weapons.

Fire Breath. The amphithere exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one.

Frost Breath. The amphithere exhales icy winds in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) cold damage on a failed save, or half as much damage on a successful one.

Description

Amphitheres are snake like with its only limbs being its wings. Amphitheres are 5 to 10 feet high and 45 feet long. Colouration is iridescent red-orange with a paler orange belly (though rare amphitheres can also be iridescent blue-green with a paler green belly). It squawks in a manner similar to a parrot and eat large land animals, like llamas. 

Lair and Lair Actions

Lairs are found either in underwater caverns or hidden behind waterfalls, with their nests resembling coracles containing three hard eggs. Eggs are able to float and are brown with orange markings. Chicks have to wait in rocky holes for three years until their wings grow.

Lair Actions

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

  • Causes stalactites to fall from the ceiling. Creatures must succeed on a DC 15 Dexterity saving throw or take 10d6 piercing damage.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary amphithere’s lair is veiled in a comforting magical aura, which creates one or more of the following effects:

  • Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the amphithere’s lair, the amphithere can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the amphithere upon waking.
  • The banks and shores near an amphithere's lair are pristine and the waters are crystal clear

If the amphithere dies, these effects fade over the course of 1d10 days.

Habitat: ArcticCoastalUnderwater

Kable3924

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