Large Dragon, Typically Neutral
Armor Class 20 Natural Armor
Hit Points 120 (16d10 + 32)
Speed 60 ft., climb 40 ft., swim 80 ft.
STR
17 (+3)
DEX
19 (+4)
CON
15 (+2)
INT
13 (+1)
WIS
19 (+4)
CHA
18 (+4)
Saving Throws DEX +8, CON +6, WIS +8, CHA +8
Skills Acrobatics +8, Nature +8, Perception +12, Performance +10, Stealth +8
Damage Resistances Fire
Senses Truesight 60 ft, Passive Perception 22
Languages Common, Draconic
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Amphibious. The dragon can breathe air and water.

Aquatic Regeneration. Upon entering a body of water that is at least 5 foot deep, the dragon can choose to heal 10 hit points at the start of each of it's turns for the next 3 rounds spent within the body of water. Upon using this trait, the dragon must complete a short rest before using it again.

Lightweight. The dragon weighs 1000-1200 lbs, allowing it to fall slowly at 30 feet per round. The dragon is pushed double the distance by pushing effects. The dragon is immune to fall damage.

Innate Spellcasting. The dragon's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The dragon can innately cast the following spells:
At will: Dancing LightsDruidcraftMinor Illusion

Actions

Multiattack. The dragon makes three attacks: one with it's bite and two with it's claws.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 19 (3d12) piercing damage. 

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 13 (3d8) slashing damage. 

Tail. Melee Weapon Attack: +7 to hit, reach 15 ft., 1 target. Hit: 18 (4d8) bludgeoning damage.

Steam Breath (Recharge 5-6). The dragon exhales sultry steam in a 30-foot cone, Each creature in that area must make a DC 17 Constitution Saving Throw, taking 39 (6d12) fire damage on a failed save, or take half as much on a successful one. Creatures that fail must also repeat the save, gaining a vulnerability (or losing a resistance) to fire damage for 1d8 rounds.

Legendary Actions

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.

Tail. The dragon makes a tail attack.

Jet Dash (Costs 2 Actions). The dragon spouts water out of it's back to allow it to move into the air. The dragon can move 60 feet in a straight line in any direction. If it collides with a creature or object, both it and the creature move half the remaining distance and take 7 (2d6) bludgeoning damage, if the dragon collides with a creature or object larger than itself, or a second creature or object, the dragon stops and all creatures or objects caught in the impact take 7 (2d6) bludgeoning damage.

Description

"Resting within a small, confined, underwater cave lays a coral dragon, it's recent wound slowly closes as the various plants within the water wrap around it. The dragon soon awakes from it's short slumber, opening it's eyes of swirling patterns that shift without rest, It yawns, stirring the waters and causing the corals along it's back to twirl and dance."

Coral Dragons are large yet light creatures that live primarily underwater, they have blue or violet scales with large clumps of coral and seaweed residing on their backs, which use the dragon's moisture to survive when it goes onto land. They have large yet light hooked claws that curve lightly, their eyes can be blue, green, yellow, violet or white and appear pearl-like and have endlessly shifting patterns which give them an eerie look.

Civil and Bright. Coral dragons are social creatures who tend to live in small hamlets which they build along coastal regions with warm waters and few nearby humanoid settlements. Within these villages, the sea dragons socialise and attend ceremonies where they dance and sing songs that echo throughout the sea. On rare occasions aquatic elf bards and performers may request access to their villages to attend these ceremonies, which the dragons usually accept, for as long as they are respectful.

Colourful Bijouterie. Coral dragons love to collect colourful and beautiful trinkets and jewellery, they care little for the quality of the item, rather, they value colours and hues, especially ones that match their own body and personality. Granting a colourful trinket to a coral dragon is said to bring good luck, along with permission to watch ceremonies and call in favors of the dragons, for as long as they are simple, such as lessons in their culture or information about the sea.

Wingless Dancers. Being lesser dragons, coral dragons are quite close to being almost indistinguishable from true dragons in terms of abilities, however despite this, they are wingless, but not flightless. Coral dragons have jet-like protrusions out of their back which, when combined with their light weight, grant them the ability to cover large distances, in a manner similar yet less mobile to winged dragons.

Habitat: CoastalUnderwater

Selary

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