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.
Spellcasting. The coral dragon is a 13th-level spellcaster. Its spellcasting ability is charisma (spell save DC 18, +10 to hit with spell attacks). The coral dragon has following storm sorcerer spells prepared:
Cantrips (at will): Acid Splash, Dancing Lights, Light, Message, Minor Illusion, Poison Spray, and Prestidigitation.
1st level (4 slots): Charm Person, Color Spray, Comprehend Languages, Detect Magic, Fog Cloud, Magic Missile, Shield, Silent Image, Sleep, and Witch Bolt.
2nd level (3 slots): Blindness/Deafness, Darkness, Detect Thoughts, Hold Person, Phantasmal Force, Shatter, and Suggestion.
3rd level (3 slots): Counterspell, Daylight, Dispel Magic, Fear, Gaseous Form, Hypnotic Pattern, Major Image, Protection from Energy, Sleet Storm, Slow, Stinking Cloud, Tongues, Water Breathing, and Water Walk.
4th level (3 slots): Banishment, Confusion, Dimension Door, Dominate Beast, Ice Storm, and Polymorph.
5th level (2 slots): Cloudkill, Dominate Person, Hold Person, Seeming, and Telekinesis.
6th level (1 slot): Disintegrate, Mass Suggestion, Move Earth, and Sunbeam.
7th level (1 slot): Etherealness, Plane Shift, Prismatic Spray, and Teleport
Multiattack. The coral dragon can make three attacks: one bite and two claw attacks.
Mixed-Attack. The coral dragon can either cast a spell then make a tail attack or vice versa.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 4) slashing damage.
Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., three targets within 5 ft. of each other. Hit: 18 (4d6 + 4) bludgeoning damage.
Acid Breath (Recharge 5-6). The coral dragon exhales acid in a 60-foot cone. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (10d8) acid damage on a failed save, or half as much damage on a successful one.
Spell Casting. The coral dragon can cast any spells with a bonus action cast on its list as a bonus action.
Spell Casting. The coral dragon can cast any spells with a reaction cast on its list as a reaction.
The coral 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 coral dragon regains spent legendary actions at the start of its turn.
Tail Attack (Costs 1 Actions). The coral dragon makes a tail attack.
Cast Spell (Costs 2 Actions). The coral dragon can cast a spell of 5th-level or lower.
Description
A huge drake like creature swims through the ocean playfully. Covered in blue-green scales, blue frills, and webbed fingers. It uses its wings and tail to swim through the water. From snout to the tip of the tail the coral dragon is nearly 50ft long, but standing on it's hind legs only reachs about 20ft tall. These creatures are generally good hearted and tend to be kind to merchant ships passing through their territory.
DM Note: The coral dragon, while called a dragon, is actually a fey creature and enjoys being playful with strangers. It likes to play tricks on people and will often protect or save sailors in danger.
Lair and Lair Actions
Coral dragons live within large caves that they alter to look crafted, designed, and colorful using magic. Often filled with coral, treasure, and other plant life these lairs are very one of the most beautiful things under the water's surface.
Lair Actions
On initiative count 20 (losing initiative ties), the coral takes a lair action to cause one of the following effects; the coral dragon can’t use the same effect two rounds in a row:
- Create Storm. The coral dragon can use a storm by rolling 1d4 during the first turn of combat. On a 1 light rain begins, a 2 heavy rain begins, a 3 a thunder storm begins resulting in the layer action Lightning Strike, and on a 4 a maelstrom begins resulting in the Maelstrom lair action.
- Lightning Strike. The DM will choose a target and force a DC 15 dexterity saving throw where they take 4d6 lightning damage on a failure or half as much on a success. The storm lasts for one hour.
- Maelstrom. All players and ships within 100ft of the coral dragon must make a DC 22 strength saving throw or be dragged down to the depth of 2500ft. The storm lasts for one hour and during this time the water is considered difficult terrain even if players have a magical way to travel in water.
- Wave Pulse. All large or smaller creatures within 30ft of the coral dragon take 1d8 force damage from a large wave being pushed outward from the coral dragon. They must then make a DC 16 strength saving throw or be pushed back to 30ft away from the coral dragon.
- Dark Water. The coral dragon can cause the waters within 200ft of it to become pitch black and creatures will need magical darkvision to see through it.
- Acid Waters. When actually fighting within the cave lair of the coral dragon it can cause the water within the cave to become acidic forcing creatures within to take 2d4 acid damage on initiative 20, lasting for five turns.
Regional Effects
The region containing a coral dragon’s lair is always alive and warm, which creates the following effects:
- The waters within the coral dragon's territory are always bright, shining, and warm. Dim light does not start until almost 2000ft deep and darkness does not stop until 6000ft deep.
- Plant and peaceful animal life within the territory of the coral dragon is active and florishing.
- The coral dragon likes to protect the peaceful creatures within its region of control resulting in very few hostile animals within its territory.
- Coral dragons are playful and enjoy to protect their territory from predators, therefore trade routes passing through have little issues from the environment. Ships that due crash often find that the sailors are saved by the coral dragon. People who come into the coral dragon's territory with ill intent toward either the coral dragon or nature will be met with a show of force, from which they either pay tribute and stop the hostile actions or must fight to the death.
If the coral dies, these effects fade over the course of 2d6 days.
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