Huge Dragon, Any Non-Lawful Alignment
Armor Class 18 (natural armor)
Hit Points 204 (18d12 + 96)
Speed 40 ft., Fly 80 ft., Swim 60 ft.
STR
19 (+4)
DEX
20 (+5)
CON
18 (+4)
INT
14 (+2)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws DEX +11, CON +10, WIS +8, CHA +9
Skills Perception +11, Stealth +5
Damage Resistances Acid, Cold, Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

Aquatic Heal. If the aquatic dragon is touching or in an area filled with water (5ftx5ft minimum), then, at the start of each turn it is touching or in this pool it heals 3d6 hitpoints.

Amphibious. The dragon can breathe air and water.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) 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 14 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.

Water Breath (Recharge 5–6). The dragon exhales a blast of boiling or frigid water in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold (or fire) damage on a failed save, or half as much damage on a successful one.

 

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 Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

An Aquatic Dragon’s Lair

 

Habitat: CoastalUnderwater

Einherjar_king

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