Huge Dragon, Any Good Alignment
Armor Class 19 (natural armor)
Hit Points 225 (18d12 + 108)
Speed 20 ft., Swim 40 ft.
STR
10 (+0)
DEX
25 (+7)
CON
23 (+6)
INT
16 (+3)
WIS
19 (+4)
CHA
18 (+4)
Saving Throws DEX +12, CON +11, WIS +9, CHA +9
Skills Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8
Damage Resistances Acid, Cold, Fire
Condition Immunities Charmed
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Aquan, Common, Draconic
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Amphibian. Dragon can breath in a water

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.

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

Water Breaths (Recharge 5–6).

  • Tidal Breath. The dragon exhales magical wave in a 90-­-foot cone. Each creature in that area must make a DC 19 Strength saving throw, taking 66 (12d10) force damage on a failed save, or half as much damage on a successful one.
  • Blizzard. The dragon exhales cold energy in a 90-­-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 66 (12d10) cold damage on a failed save, or half as much damage on a successful one.
  • Acidic Spit. The dragon exhales acid in a 90-­-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 66 (12d10) acid damage on a failed save, or half as much damage on a successful one.
Legendary Actions

The dragon can take 2 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.

Description

Water dragons are the most graceful of the all the dragons. Their features are all about serenity and wisdom. Their fish-like scales are a harmonious mix of jade-green and turquoise-blue. They are wingless and they have fins instead of legs. In fact, they look more like a sea-serpent. Their breath can be a tidal wave, acidic spit, or a bone-chilling blizzard.

Lair and Lair Actions

Water dragons dwell among the ruins of the sea, making their lairs in the watery depths that are full of signs that mark a forgotten civilization that were lost to the flood. Though many are comfortable in natural underwater cavern complexes or flooded mines, water dragons covet the lost outposts of humanoid civilization. An abandoned underwater citadel or a remote tower raised by a long-dead wizard is the sort of lair that every water dragon dreams of.

Lair Actions

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

  • The dragon creates fog as if it had cast the cloudkill spell. The fog lasts until initiative count 20 on the next round.
  • A rainy wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 20 Strength saving throw or be knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.

Regional Effects

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

  • Once per day, the dragon can alter the weather in a 10-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
  • Within 5 mile of the lair, the sea allows non-evil creatures to functionally become amphibious. Such creatures gain 30 swimming speed and water breathing.
  • Within 1 mile of the lair, the dragon can cause the water to boil, causing any trespassers to take 5d6 fire damage per turn. The dragon can allow as much people as it wants to prevent such damage.

If the dragon dies, changed sea reverts to normal, as described in the spell, and the other effects fade in 1d10 days.

Habitat: SwampUnderwater

MichalJerchel

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