Amphibious: this creature can breathe both air and water
Legendary resistance: 3/day
Water manipulation: The water dragon has the ability to mapipulate the water around him creating terrifying foes. The water dragon can chose to cast the following spells:
Create/ destroy water (bonus action) - At will
Actions
Multiattack: it can use its frightful; presence. Then it makes three attacks; one bite and two claws
Bite: melee weapon attack +17 to hit, reach 20ft. one target damage (2d10+8)
Claw: melee weapon attack +15 to hit, reach 10ft, one target, Hit (2d6+8)
Tail: Melee weapon attack: +15 to hit, reach 25ft, one target, hit (2D8+8)
Frightfull presence : Each creature of the dragons choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 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 and is immune to the effects of frightful presence for the next 24 hours.
Polymorph: humanoid
Drowning breath: (recharge 5-6) the dragon shots forth a glob of water than envelops its victim. Dex save at DC 22 to take half damage and avoid restraint (12D8 bludgeoning) should the target fail it starts to suffer the effects of drowning until it succeeds the save.
One of the Ancients: When the dragon falls to half health it can use the guile of the ancients ability, instantly regaining 6d10 health and doubling its bonus to attack and damage, as well as halving all damage dealt to the dragon for the next 2d6 turns.
Legendary actions: x3 until its next turn and can only be used in another creatures turn.
Detect: 9 dragon makes wisdom (perception check)
Tail attack: see above
Mist form: transform into insubstantial mist, taking no damage until it chooses to break the form. Whilst in this form it cannot attack but may converse and move at a speed of 90ft.
Description
This form of lost dragon resided within lakes, and often ceding its territory to white dragons to prevent its discovery. When It does interact with mortals it often seeks them to obtain it something before it will even offer information of any kind let alone something from its horde it treasures so much as to have developed a sac under its belly to contain it. Its breath weapon seals an opponent in an orb of water to drown. It can escape danger by turning into mist.
Lair and Lair Actions
Normally an underwater cavern or even an entire lake. Often these lakes are shrouded in mist and mystery. A water dragons lair is inconspicuous and often difficult to reach if you can't breath underwater.
Lair Actions
On initiative count 20 (losing initiative ties), the water dragon takes a lair action to cause one of the following effects; the water dragon can’t use the same effect two rounds in a row:
- Water swarms an enemy filling its lungs and making it suffocate even if it can breath underwater. A creature must succeed on a DC 21 constitution saving throw or take 10d10 force damage as the creatures insides become bludgeoned from the inside
- The water dragon can summon elemental forms to protect it. The water dragon can summon 4d4 water elemental to protect its lair.
- Burning mist swarms an enemy causing them to take damage. The target must succeed on a DC 21 dexterity saving throw or take 8d12 fire damage, on a successful save they take half damage.
Regional Effects
The region containing a legendary water dragon’s lair is a lake, which creates one or more of the following effects:
- Mist showed the area surrounding the lair for 5 miles
- Any flame within the lair is extinguished
- Within the lake or cavern there are often fishers that open into the elemental plane of water
If the water dragon dies, these effects fade over the course of 1d12 days.
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