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.
Siege Monster. The dragon deals double damage to objects and structures.
Multiattack. The dragon makes two attacks: one with its bite and one Constrict attack.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage.
Constrict. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 32 (4d12 + 6) bludgeoning damage, and the target is grappled (escape DC 19). Until this grapple ends, the creature is restrained, and the dragon can't constrict another target.
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.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Tidal Breath. The dragon exhales a crushing wave of frigid seawater in a 45-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw. On a failure, the target takes 21 (6d6) bludgeoning damage 21 (6d6) cold damage, and is pushed 30 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn't pushed or knocked prone.
Sleep Breath. The dragon exhales sleep gas in a 45-foot cone. Each creature in that area must succeed on a DC 19 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Move. The dragon moves up to its speed.
Slam (Costs 2 Actions). The dragon makes one slam attack.
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