Gargantuan Dragon, Chaotic Neutral
Armor Class 20 Natural armor
Hit Points 501 (24d20 + 253)
Speed 60 ft., Climb 120 ft., Fly 180 ft., Swim 180 ft., Walk 120 ft.
STR
19 (+4)
DEX
24 (+7)
CON
19 (+4)
INT
27 (+8)
WIS
29 (+9)
CHA
14 (+2)
Saving Throws DEX +15, INT +16, WIS +17
Skills Arcana +19, History +20, Insight +17, Intimidation +16, Medicine +12, Nature +13, Perception +16, Persuasion +18, Stealth +19
Damage Vulnerabilities Necrotic
Damage Resistances Force, Radiant, Damage from Spells
Damage Immunities Fire, Psychic
Condition Immunities Frightened, Prone, Stunned
Senses Darkvision 180 ft., Truesight 120 ft., Passive Perception 26
Languages All ; Mainly speaks telepathically.
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

Ancient Rage. If the water dragon is lowered to a quarter of it’s full health, it regains 2d20 + 54 hit points. It recharges it’s Steam Breath, and it regains any expended uses of Legendary Resistance. Additionally, the water dragon can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 155,000 XP (310,000 XP total) for defeating the water dragon after it’s Ancient Rage activates.


Water Born Scales.
 When the water dragon is touching or inside water, it can choose to make itself invisible.

Actions

Multiattack. The water dragon makes one Bite attack and two Claw attacks.

Bite. 
Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 16 (3d10) force damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9)slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 19) and is restrained until this grapple ends. The water dragon can have only one creature grappled in this way at a time.

Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 21 (2d10 + 10)bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.

Steam Breath (Recharge 5–6). The water dragon exhales burning steam in a 300-foot cone. Each creature in that area must make a DC 25 Constitution saving throw, taking 79 (16d8) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.

Spellcasting. The water dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 15, +12 to hit with spell attacks).
5/day each: Shape Water, Detect Magic, Detect Evil and Good, Detect Poison and Disease, Create or Destroy Water, Detect Thoughts, Water Walk, Water Breathing, Wall of Water, Tidal Wave, Control Water, Watery Sphere, Maelstrom, Conjure Elemental, Freezing Sphere

Bonus Actions

Change Shape. The water dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the water dragon is reduced to 0 hit points or uses a bonus action to end it.

Reactions

Controlling Glare (Recharge 4). After the water dragon attacks a Large or smaller creature or party member, the water dragon can glare at them and they have to roll a DC 16 Wisdom saving throw. If they fail, they are forced to attack every turn for four turns, and all of their attacks go to a party member or alliances creature of their choice during that duration.

Legendary Actions

The water 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 water dragon regains spent legendary actions at the start of its turn.

Attack. The water dragon makes one Claw or Tail attack.

Typhoon (Costs 2 Actions). The water dragon creates a typhoon that follows the party around for ten minutes. Each times a party member gets within 5 ft. of the typhoon, they must make a DC 12 Strength saving throw or be sucked into the typhoon for two turns and take 1d10 damage.

Mythic Actions

If the water dragon’s Ancient Rage trait has activated in the last hour, it can use the options below as legendary actions.

Hurricane (Costs 3 Actions). The water dragon creates a hurricane that follows the party and makes the water dragon invisible. Each times a party member gets within 20 ft. of the hurricane, they must make a DC 18 Strength saving throw or be sucked into the hurricane for ten turns and take 5d10 damage. The hurricane disappears 1 minute after the water dragon’s hit points drop down to 0.

Ultimattack (Costs 4 Actions). The water dragon makes one Bite attack, four Claw attacks, and one tail attack.

Description

Water dragons are long serpentine creatures who, despite their size and length, are oddly majestic. Though gargantuan, they are one of the hardest creatures to spot do to their power to become invisible. They are considered close gods but just out of godhood. They can even rival greatwyrms in power. Water dragons are considered cousins to dragons, in similar fashion to wyverns, but they are one of the most intelligent beings in the realm if not the most. They don’t have a lair, as their home is the water.

Being able to bend water to their will gives them much more of an advantage for hiding and fighting. Their scales can be be on or more colors of the rainbow. Despite being godly in power, they are weak to necrotic attacks. Some say they are Tiamat’s first creation, before she went mad and on a rampage, though others say it was Bahamut’s as an attempt to win Tiamat back as a gift.

Habitat: CoastalUnderwater

GlareMaster

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