Huge Dragon, Chaotic Neutral
Armor Class 18 (natural armor)
Hit Points 207 (18d12 + 90)
Speed 40 ft., Swim 80 ft., Fly 80 ft.
STR
24 (+7)
DEX
16 (+3)
CON
21 (+5)
INT
16 (+3)
WIS
16 (+3)
CHA
19 (+4)
Saving Throws DEX +8, CON +10, WIS +8, CHA +9
Skills Perception +12, Stealth +5
Damage Immunities Lightning
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Draconic, Primordial
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

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

Unfettered Swimmer.  When underwater, the sea dragon acts as if under the influence of the freedom of movement spell.

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: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (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 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.

Lightning Breath (Recharge 5–6). The dragon exhales lightning in a 90-­foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning 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.

Dive. When over deep water, the dragon may dive for the water, automatically disengaging from any enemies, and reappear from the water in any location within 40ft

Tail Attack. The dragon makes a tail attack.

Tsunami (Costs 2 Actions). When over a large body of water, the dragon roars mightily and strikes it's wings together in a thunderous clap creating a towering wave that rushes out from it's location  Each creature or ship within 20 feet of the dragon must succeed on a DC 18 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be pushed 15 feet away from the dragon. On a successful save, the creature or ship takes half that damage and resists being pushed in a different direction.

Description

Sea dragons are extremely rare and considered to be myths by many people. Though not often seen, sea dragons are widely revered by the waterborne races and feared and respected by those that make their livelihoods on or near the seas. Infused with the power of waves and storms, they are draconic protectors of oceans and their creatures. Possessing nomadic and tempestuous natures, sea dragons wander widely, sometimes claiming thousands of miles of ocean and coastlines as their protectorates. Though they hate civilization and are extremely protective, they are not cruel or violent by nature. They are, however, merciless in defense of their domain and in exacting vengeance on those that have harmed it.

The sea dragon collects treasure from across its territory. The area around its lair is usually a jumble of artfully staged shipwrecks and artifacts, often strategically placed to provide habitat and shelter to any number of sea creatures. Sea dragons tend to be even more solitary than their land-borne cousins and indeed may only seek to mate once or twice in their lifetime.  Sea dragon eggs may lay dormant for decades,  hidden with others of their kind in the deep, dark places of the sea until they are ready to hatch into unusually powerful wyrmlings, already self-sufficient.

 

Lair and Lair Actions

Sea dragons make their lairs in sunken ships, underwater caverns, or seaside grottoes, often using their lightning breath to carve out crystallized caverns and tunnels beneath the waves.

Thunderstorms rage above a legendary sea dragon’s lair,  and treacherous vortices, which are the dragon’s first line of defense, surround it.

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:

  • The dragon can redirect ocean currents towards a 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 pushed 15 feet in the direction desired by the dragon.
  • A swirling vortex of water appears rushes in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners. Each creature or ship in the wave must succeed on a DC 15 Constitution saving throw or be restrained and 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.
  • Lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.

Regional Effects

The region containing a legendary sea dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Thunderstorms rage within 6 miles of the lair.
  • Elemental servants patrol the land and sea within 6 miles of the lair. An elemental servant has the statistics of a water elemental, but it has a swim speed of 45 feet, and has an Intelligence and Charisma of 1 (−5).
  • Hidden vortices form in and around the dragon’s lair. A vortex can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step or swim into the vortex must succeed on a DC 15 Dexterity saving throw or suffer 2d6 bludgeoning damage and be thrown 1d6 x 5 feet in a random direction.

If the dragon dies, the elemental servants disappear immediately, and the thunderstorms and vortices abate within 1d10 days.

Habitat: CoastalDesert

Lafiite

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