Amphibious. The beast can breathe air and water.
Legendary Resistance (3/Day). If the beast fails a saving throw, it can choose to succeed instead.
Multiattack. The beast can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of the beast 's choice that is within 120 feet of the beast and aware of it must succeed on a DC 16 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 beast's Frightful Presence for the next 24 hours.
thunders roar (Recharge 11–12). The beast lets out a ear shattering roar that effects everyone in a 10 ft radius. Each creature in that line must make a DC 14 Constitution saving throw, taking 54 (12d8) thunder damage on a failed save, or two thirds as much damage on a successful one.
The beast 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 beast regains spent legendary actions at the start of its turn.
Detect. The beast makes a Wisdom (Perception) check.
Tail Attack. The beast makes a tail attack.
Wing Attack (Costs 2 Actions). The beast beats its wings. Each creature within 10 feet of the beast must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The beast can then fly up to half its flying speed.
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