False Appearance. While the dragon remains motionless in water, it is indistinguishable from a floating log.
Hold Breath. The dragon can hold its breath for 60 minutes.
Innate Spellcasting. The dragon's innate spellcasting ability is Wisdom (spell save DC 16). The dragon can innately cast the following spells, requiring no components:
At will: fog cloud, toxic breath (new)
3/day each: protection from poison, stinking cloud
1/day each: cloudkill, control water
Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.
Magic Weapons. The dragon's weapon attacks are magical.
Noxious Blood. When the dragon takes piercing or slashing damage, each creature within 5 feet of the dragon takes 7 (2d6) poison damage plus 3 (1d6) acid damage. This range is doubled in water.
Spines. At the start of each of the dragon's turns, it deals 4 (1d8) piercing damage to any creature grappling it.
Multiattack. The dragon makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage plus 13 (3d8) poison damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the dragon can't bite another target.
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target not grappled by the dragon. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Description
Though not a true dragon, the Dragon of the Swamp is as dangerous as any black dragon. Resembling a giant spiny crocodile, the Dragon is not only an incarnation of wetlands and fresh water, but also poisonous wildlife in any environment. It has venom and acidic, poisonous blood, and all the stealth abilities of a crocodile.
The Dragon is dour and humorless, with predation its only amusement. It is also patient, willing to spend eons waiting for its domains to expand across the wilderness, just as it waits endlessly for the perfect instant to strike from the water at prey. The Dragon will accept a champ-ion that shows the same ruthlessness and patience.
Primal Spirit Avatars
The wilderness in all its many forms — tundra, forest, desert, and other biomes — is not without awareness or agency. The land itself gives birth to mighty spirits, fey and elementals that are so ancient that they are largely forgotten except by the oldest in the multiverse. These primal spirits are all connected to a form of land, taking the shape of a plant or animal from their domains.
Though they are composed of powerful magic, these mighty spirits struggle to physically leave their ancient realms in some of the oldest parts of the Feywild: the savage wilds called the Spirit World. If their domains on the Material Plane are threatened, they project a weak reflection of their true nature, an avatar, to defend the land. These avatars take little effort for a primal spirit to control, and the spirit is not harmed if the avatar is slain.
Incarnations of Ancient Titans. The primal spirits are ancient beings that traversed the Feywild and the Material Plane when the world was young and the land was still forming. The spirits are each representations of the lands themselves. The majority of these spirits keep their ancient, true names a secret, though some are known by nicknames they have adopted for the benefit of mortals, such as Coyote or Greatmother Oak. Those nicknames have been used so often that they are now applied to any coyote or any oak tree, instead of merely the primal spirit, and the original names of these animals and plants have been lost.
Druids Serve as Champions. Primal spirits often require the aid of druids and archdruids to help defend their lands against despoilers. Druids can be trusted to act more swiftly and in more places than a spirit could possibly manage from their realm in the Feywild. Arch-druids can wield powerful enough magic to summon an avatar of the spirit without effort from the spirit itself, but primal spirits trust very few with this privilege. They entreat carefully with archdruids and only select their favorite among them as a champion who can conjure their avatar to aid both their goals.
Hatred for Despoilers. The spirits of nature despise those that would despoil nature in any of its forms. Not all forms of consumption earn the spirits' ire: the spirits themselves are often predator or prey, and understand that survival often means destruction. They despise the reckless and sometimes gleeful destruction of nature that has nothing to do with survival and too much to do with mortal flaws such as greed, pride, or ambition. This is what the spirits consider to be "despoiling."
Primal Nature. A primal spirit avatar doesn't require air, food, drink, or sleep.
Nailed it
Would be nice to see breath weapon, maybe not standart one. Some vapors or toxic gas that makes something other then damage. I will use this monster and add him a toxic breath weapon that would poison enemies and make them attack nearest creatures.
It does have the ability to cast the new homebrew toxic breath spell at-will, without requiring components ;)