Amphibious: The dragon can breathe water and air.
Magic Attacks: All of the dragons attacks are magical for the sake of overcoming resistances to nonmagical damage, including its breath weapon.
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: (2d10 + 9) piercing damage.
Claw. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: (2d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Forest Breath. The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 16d10 fire or lightning damage on a failed save, or half as much damage on a successful one.
Needle Spray. The dragon exhales wooden spikes in a 60ft cone. Each creature in that line must make a DC 23 Dexterity saving throw, taking 15d8 piercing damage on a failed save, or half as much damage on a successful one.
Healing Touch (2/day). The dragon touches a creature with its claw, the creature immediately regains 3d8 + 4 hit points.
Celestial Rage. As a bonus action , the Celestial Forest Dragon goes into a frenzy. You can deal an extra 1d8 radiant damage on all strikes for the next minute.
If available, the Celestial Forest Dragon can use one of its breathe weapon attacks if it is presented with an attack of opportunity.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the dragon uses this lair action again or until the dragon dies.
- A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) piercing damage and is pushed 5 feet out of the wall's space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall's space must make a DC 15 Dexterity saving throw once each round it's in contact with the wall, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies.
- Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round.