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.
Spellcasting. The Dragon is a 17th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 21, +11 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared:
Cantrips (at will): Guidance, Resistance, Toll the dead, Spare the Dying
1st level (4 slots): Bless, Guiding Bolt, Ceremony, Inflict Wounds
2nd level (3 slots): Blindness/Deafness, Hold Person, Warding Bond, Spiritual Weapon
3rd level (3 slots): Incite Greed, Spirit Guardians, Spirit Shroud, Fly
4th level (3 slots): Death Ward, Guardian of Faith
5th level (3 slots): Flame Strike, Greater Restoration
6th level (1 slot): Word of Recall
7th level (1 slot) Fire storm
8th level (1 slot) Earthquake
9th level (1 slot) Gate
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 7) piercing damage plus 4 (1d10) poison damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage.
Acid Breath (Recharge 5–6). The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.
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.
Cast a spell. The dragon casts a spell of 5th level or lower
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: the dragon can’t use the same effect two rounds in a row:
- The dragon twists the vegetation in an unearthly manor, calling forward a single Shambling mound. the shambling mound rolls its own initiative.
- The lyndwyrm summons up to 3 (1d6) vine blights, or 6 (2d6) needle blights
- Thick tendrils of vines and vegetation burst from the undergrowth to attack opponents. Creatures in a 20 ft radius that the dragon can see must make a DC 18 Constitution saving throw or take 11 (2d10) points of bludgeoning damage and be restrained.
Regional Effects
The region containing a legendary Lyndwyrms lair is warped by the dragon’s magic, which creates one or more of the following effects:
- The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.
- Plant creatures are abnormally common within these areas and are more powerful. (Plant creatures in the area have the dragons charisma modifier added to damage, attack rolls, and saving throws)
- Fog lightly obscures the land within 6 miles of the lair.
If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days.
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