Large Dragon, Typically Chaotic Neutral
Armor Class 13 Natural armor
Hit Points 110 (13d10 + 39)
Speed 20 ft., Fly 80 ft., Climb 30 ft., Swim 60 ft.
STR
19 (+4)
DEX
11 (+0)
CON
16 (+3)
INT
5 (-3)
WIS
12 (+1)
CHA
6 (-2)
Skills Perception +4
Senses Darkvision 60 ft., Passive Perception 14
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Underwater Camouflage. The coastal wyvern has advantage on Dexterity (stealth) checks made while underwater.

Amphibious. The coastal wyvern can breathe air and water.

Actions

Multiattack. The coastal wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Steam Breath (Recharge 5–6). The coastal wyvern exhales scalding steam in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.

Description

A wyvern that has been forced out of its mountain home will be forced to search for a new one. If there's nowhere else around, a wyvern will take refuge in oceanside cliffs or hills and make a burrow. Over many years, the wyvern itself adapts to its surroundings, taking on a deep indigo color with sky blue, patchy spots.

Their time spent on the coast gives them the ability to learn how to swallow ocean water and heat it within a second stomach. This stomach produces steam breath, similar to that of a dragon turtle. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: CoastalUnderwater

Kizroh_Sporshire

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