Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Siege Monster. The dragon deals double damage to objects and structures.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its tail slap.
Bite. Melee Weapon Attack: +12 to hit, reach 50 ft., one target. Hit: (2d10 + 7) piercing damage.
Tail Slap. Melee Weapon Attack: +12 to hit, reach 15 ft. One target. Hit: 15 (2d8 + 7) 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 17 Wisdom saving throw or become frightened for 1 turn. 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.
Steam Breath (Recharge 5–6). The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.
The dragon 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 dragon regains spent legendary actions at the start of its turn.
Detect (Costs 2 actions). The dragon makes a Wisdom/Perception check.
Constrict (Costs 1 action). The dragon constricts a target of its choice. The target must make a DC 16 Dexterity saving throw. On a failed save the target takes 26 (4d8 + 8) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the dragon can't constrict another target.
Horn Ram (Costs 1 action): The dragon rams its horns into any given target. The target must make a DC 14 Dexterity saving throw. On a failed save the target takes 26 (4d8 + 8) piercing damage.
Lair and Lair Actions
Teal dragons make their lairs out of the sides of underwater sea cliffs, using their steam breath and their horn chiseling ability to carve out large caverns and tunnels in these underwater cliffs.
Whirlpools and rough surf are abundant around a teal dragon’s lair, and narrow tubes lined with anemones and sea sponges ventilate the lair, all the while avoiding the deadly whirlpools that are the dragon’s first line of defense.
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:
- Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on success.
- A cloud of sea muck swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded 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.
Regional Effects
The region containing a legendary teal dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Whirlpools, rouge waves, and waterspouts rage within 6 miles of the lair.
- Weresharks scour the sea within 6 miles of the lair.
- Hidden undertows form in and around the dragon’s lair. An undertow can be spotted from a safe distance with a successful DC 20 Wisdom Perception check. Otherwise, the first creature or structure to pass the area of water affected by the undertow must succeed on a DC 15 Dexterity saving throw or be dragged 1d4 × 2 feet underwater. If the dragon dies, the weresharks disappear immediately, and the waterspouts and whirlpools abate within 1d10 days. Any undertows remain where they are.
Previous Versions
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8/29/2021 11:38:37 PM
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Coming Soon
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