Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) poison damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 2) slashing damage.
Tail. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 2) bludgeoning damage.
Fire Breath (Recharge 5–6). The dragon exhales fire in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) fire damage on a failed save, or half as much damage on a successful one.
The 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 dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Claw Attack. The dragon makes a claw attack
Tail Attack. The dragon makes a tail attack.
Description
This monster was originally created to be a final boss fight in a one-shot
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