Large Dragon, Neutral
Armor Class 18 (natural armor)
Hit Points 142 (15d10 + 60)
Speed 40 ft., fly 60 ft., swim 80 ft.
STR
21 (+5)
DEX
10 (+0)
CON
19 (+4)
INT
14 (+2)
WIS
13 (+1)
CHA
17 (+3)
Saving Throws DEX +4, CON +8, WIS +5, CHA +7
Skills Insight +4, Perception +7, Stealth +3
Damage Resistances Acid, Cold
Damage Immunities Poison
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 17
Languages Common, Draconic
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Amphibious. The dragon can breathe air and water.

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

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

Venom Spray. The coastal quillback exhales a spray of poison in a 15-foot cone. Each creature in that area must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, a target takes 35 (10d6) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Tidal Wave Breath. The coastal quillback exhales a torrent of acidic water in a 60-foot line that is 5 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw. On failed save, a creature takes 27 (5d10) acid damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone.

Legendary Actions

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. The dragon makes a Wisdom (Perception) check.

Tail Spike. Ranged Weapon Attack: +8 to hit, range 100/200 ft., one target. Hit: 10 (1d8 + 5) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Description

The Coastal Quillback is a lesser dragon, much more bestial in temperament than their more intelligent cousins. However they are still very dangerous. They are equally agile in the air, water, or on land and can strike at anytime. They're are not particularly temperamental but are instead more cold and calculated, stalking the shoreline looking for prey. They can produce a poison that quickly kills their victims and their sharp spines are dangerous and should be avoided. The best tactic for fighting them is to try and stay out of the water as they will most likely have the advantage. Ranged weapons and weighted nets have yielded the most success so far when hunting these beasts.

Lair and Lair Actions

A Coastal Quillback Dragon’s Lair

A coastal quillback lairs in coastal caves. It might salvage a wrecked ship, reconstruct it within the confines of its lair, and use it as a treasure vault or nest for its eggs.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • The dragon creates fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
  • Grasping seaweed and coral erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the seaweed and coral. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The seaweed and coral wilt away when the dragon uses this lair action again or when the dragon dies.

Regional Effects

The region containing a legendary coastal quillback dragon’s lair is warped by the dragon’s magic.

  • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
  • Underwater plants within 6 miles of the dragon’s lair take on dazzlingly brilliant hues.
  • Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair.

If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.

Habitat: Coastal

Tristfal0020