Amphibious. The dragon can breathe air and water.
Light Sensitivity. While in sunlight (or light beams), the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 2) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 2) slashing damage.
Tail Slap. The dragon slaps the ground with its tail, shaking the earth in a 20ft radius. Creatures within this area must make DC 9 Dex saving throw, and become prone on a fail.
Poison Breath (Recharge 5–6). The dragon exhales Psychotropic gas in a 30-foot cone. Each creature in that area must make a DC 14 wisdom saving throw, taking 15 (4d6) psychic damage on a failed save, or half as much damage on a successful one. A failed save also causes the player to see some weird shit on their next round, leading to disadvantage on throws.
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