Huge Monstrosity, Typically Lawful Neutral
Armor Class 17 Natural armor
Hit Points 102 (12d12 + 30)
Speed 30 ft., climb 20 ft. Rocky terrain considered natural terrain when climbing., swim 40 ft.
STR
14 (+2)
DEX
15 (+2)
CON
14 (+2)
INT
15 (+2)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws DEX +5, CON +5, INT +5
Skills Perception +5, Stealth +5
Damage Vulnerabilities Lightning
Damage Resistances Cold
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Blindsight 120 ft., Darkvision 120 ft. underwater. Half that distance when above water., Tremorsense 30 ft., Passive Perception 15
Languages Celestial, Common, Draconic, Primordial Common, Celestial, Draconic, Primordial
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Amphibious. The young adult sea dragon can breathe air and water.

Siege Monster. The young adult sea dragon deals double damage to objects and structures.

Spellcasting. The young adult sea dragon is a 8-level spellcaster. Its spellcasting ability is 13 (spell save DC 15, +7 to hit with spell attacks). The young adult sea dragon has following spells prepared:
Cantrips (at will): Invisibility, Frostwave
1st-level spells (5 slots): Fogbreath (BA)

Invisibility. The young adult sea dragon can cast Invisibility as a cantrip, with concentration for up to 1 hour. A creature or monster you touch becomes invisible until the spell ends. Anything the creature or monster is wearing or carrying also turns invisible as long as it is on the target's person. The spell ends after 1 hour, or if the target attacks or casts a spell.

Frostwave. An icy torrent of water deluges in a 15 ft. line that is 5 ft. wide. Each creature within the affected area must make a DC 15 constitution saving throw. With a failed roll, the target takes 2d8 cold damage, and the target takes half that with a successful roll.

Fogbreath. A cloud of rolling fog emits from the young adult sea dragon's mouth. Range: 120/20 ft., targets in range must succeed on a DC 15 constitution saving throw or have disadvantage on attack rolls and skill checks for the duration. Duration is for one minute or until concentration drops.

Actions

Spellcasting.

Multi-attack. The young adult sea dragon makes two attacks, a combination of a claw, bite, or tail attack.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 12 (2d10 + 2) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 8 (2d6 + 2) bludgeoning damage. 

Tail. Melee Weapon Attack: +6 to hit, reach 15 ft., 1 target. Hit: 11 (3d6 + 2) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 strength saving throw or be pushed up to 20 ft. away and knocked prone.

Bonus Actions

The young adult sea dragon can use any melee attack once (no Multi-Attack) as a bonus action on it's turn. The monster is also able to cast Fogbreath: cantrip (at will).

Reactions

Multi-Attack of Opportunity. The young adult sea dragon can use it's reaction to perform a multi-attack action as an attack of opportunity.

Frost Shield. Once per round, the young adult sea dragon can use it's reaction to create a shield of ice from an attack that has half-cover at most and take half damage.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A light blue sea dragon, almost ice-like in appearance, with a body full of shimmering scales. Four short limbs with webbed toes and claws to easily wade and paddle through any water, propelled by a long, thick tail. A flimsy extra layer of scales surround its head as extra protection that can slick back in the water while swimming. A narrowed muzzle typical of dragons are lined with rows of sharp teeth and two slits for nostrils that flare, leading up to a set of white, pale eyes on the sides of its head.

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: ArcticCoastalUnderwater

mehdenny3

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