Gargantuan Dragon, Neutral
Armor Class 20 (Natural Armour)
Hit Points 287 (18d20 + 98)
Speed 30 ft., Swim 40 ft.
STR
26 (+8)
DEX
14 (+2)
CON
20 (+5)
INT
14 (+2)
WIS
18 (+4)
CHA
19 (+4)
Saving Throws DEX +8, CON +11, WIS +10, CHA +10
Skills Perception +16, Stealth +14
Damage Resistances Acid, Cold
Senses Darkvision 120 ft., Passive Perception 10
Languages Aquan, Common, Draconic
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

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

Amphibious. The dragon can breathe air and water.

Propulsion. The dragon can take the Dash as a bonus action when in water.

Breacher. If the dragon moves at least 30 feet in a straight line and breaches the surface of the water, it can launch itself up to 60 feet in the air before falling back into the water harmlessly.

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: +14 to hit, reach 15 ft., one target. Hit: 21 (2d12 + 8) piercing damage.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 19 (2d10 + 8) 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 18 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 Jet (Recharge 5-6). The dragon shoots water in a 120-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw. On a failure, a target takes 49 (14d6) bludgeoning damage and, if it is Huge or smaller, is pushed up to 20 feet away from the dragon and knocked prone. On a success, a target takes half the bludgeoning damage, but is neither pushed nor 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 Attack. The dragon makes a tail attack.

Charge (Costs 2 Actions). The dragon rushes in a straight line up to 30 feet. Each creature in the path of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. A creature in the dragon's space at the end of the line is pushed to the nearest unoccupied space.

Description

"And I thought Dragon Turtles were bad. At least these ones look like dragons but gods are they fast." - Elin Gentleheart, Adventurer

Ocean Wyrms. Though not a full true dragon, ocean dragons behave the same, collecting treasure, first by sinking ships and then by sifting through the wreckage for coins and other precious items.

Opportunist. Like a dragon turtle, ocean dragons are smart enough to be bribed, and pirates sailing seas patrolled by these creatures quickly learn to offer them treasure in exchange for safe passage. If they can persuade it, sahuagin sometimes ally with ocean dragons, enticing them with treasure to use their great might to aid them, though a port city can do some in the same vein.

Lair and Lair Actions

An Ocean Dragon’s Lair

An ocean dragon lairs in submerged 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. Regardless, the dragon will always have a pool of deep water nearby.

An ocean dragon encountered in its lair has a challenge rating of 20 (25,000 XP).

Lair Actions

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

  • Pressurised water erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 14 (4d6) bludgeoning damage on a failed save, or half as much damage on a successful one.
  • A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.

Regional Effects

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

  • Water currents within 3 miles of the dragon's lair become stronger, doubling the time it takes to traverse through the area without magical aid.
  • Skeletons of large creatures like whales and ship wreaks can be found in a 6-mile radius around the dragon's lair, indicating a predator lurks in the area.

If the dragon dies, the water current become normal after 1d10 days. The skeletons of large creatures are buried after 4d10 days, though the shipwrecks never vanish.

Habitat: CoastalUnderdark

TomTedH

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