Huge Dragon, Unaligned
Armor Class 16 (natural armor)
Hit Points 488 (28d20 + 208)
Speed 16 ft., Walks like a seal/sea turtle , Fly 38 ft., Swim 88 ft.
STR
28 (+9)
DEX
13 (+1)
CON
29 (+9)
INT
12 (+1)
WIS
20 (+5)
CHA
11 (+0)
Saving Throws STR +17, DEX +9, CON +17, WIS +13
Skills Intimidation +12, Perception +13
Damage Vulnerabilities Lightning
Damage Resistances Piercing and Slashing from Nonmagical Attacks that aren't Adamantine, Damage from Spells
Damage Immunities Fire
Condition Immunities Charmed, Grappled, Stunned
Senses Blindsight 60 ft., Darkvision 120 ft., Unknown Underwater, 450 ft., Passive Perception 28
Languages Aquan, Draconic
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Amphibious. The Ancient Rubidium Dragon can breath both air and water.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Typhoon King. If the dragon is to be effected in any way by a critical success or failure, the dragon gains one Typhoon Charge. these can be used to empower attacks.

Poisonous Spines: If a creature attempts to backstab/grapple/attack the back of the dragon, the attacker must roll a DEX save (18 AC). If the roll fails, the attacker takes 1d4 piercing damage and is poisoned for 3 minutes. if grappled to the back of the dragon, any action (other than un-grappling) requires a DEX save (18 AC) with the same consequences.

Piscivorous: Creatures with Water Breathing/Amphibious take double damage from the teal dragon, and the teal dragon receives only half of damage dealt by Water Breathing/Amphibious creatures.

Actions

Multiattack. The dragon can use its Whirl-pull. It then makes three attacks: one with its bite and two with its claws. With Typhoon Boost: Dragon makes an additional tail attack, two claw attacks, and a Water Breath attack (Water Breath has Typhoon Boost active, and does not consume a Breath Charge)

Bite. Melee Weapon Attack: 4d6+16 to hit, reach 22 ft., one target. Hit: 19 piercing damage and the target is grappled (escape dc 16) Until this grapple ends, the target is restrained, and the dragon can't bite another target. If a breath attack is used while a target is grappled, said target takes 2x damage. With Typhoon Boost: Grapple dc becomes 23 and being grappled by the dragon gives the target poison for three turns every turn.

Claw. Melee Weapon Attack: 2d6+10, reach 6 ft., one target. Hit:  2d6+10 slashing damage. With Typhoon Boost: Attack changes into a cone AOE with a 15ft range, Hit: 3d10 +5 force damage, and knocks hit creatures to the end of the cone.

Tail Sweep. Melee Weapon Attack: 2d8 +18, reach 30 ft., AOE circle, epicenter: user. Hit: 2d8 +18 bludgeoning damage. With Typhoon Boost: Range boosted to 40ft, and all creatures hit take an additional 8d4 force damage, and anything outside of the range of attack must succeed an AC 12 STR/CON or be pulled 15 ft. closer to the dragon.

Whirl-pull. Each creature of the dragon's choice that is within 75 feet of the dragon must succeed on a DC 16 Strength saving throw or be pulled to 1ft in front of the dragon and become incapacitated for 5 rounds. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any creatures that the Dragon did not choose to pull must get out of the 75ft range within three rounds or they will be afflicted with dehydration. With Typhoon Boost: Range boosted to 120ft, and all creatures (excluding the dragon) take 9d4 force damage, along with the previous effects.

Water Breath (Recharge 5-6, guaranteed in/under water, magical attack). The dragon exhales an high-pressure water blast in a 120-foot line. Each creature in that area must make a DC 22 Constitution saving throw, taking 8d12 +12 pierce damage on a failed save, or half as much damage on a successful one. With Typhoon Boost: Range boosted to 160ft, and an additional 4d12 force damage is dealt, which cannot be saved against.

Reactions

Typhoon Claw (follow up): If the dragon uses a Typhoon Boosted Claw attack, it can use this reaction to use a free Typhoon Boosted Tail Sweep attack.

Log Roll: If the dragon is within 45ft of water and has taken more than 10 damage in the last round, it will roll sideways into the water, dealing 2d20 bludgeoning damage to any in its path. Creatures hit must roll a CON save (AC 19), or be knocked unconscious. If the saving throw is successful, the hit creatures are instead knocked prone for 6 rounds. With Typhoon Boost: Hit creatures are dragged into the water with the dragon, and sucks 30 seconds of air out of them.

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 Sweep Attack. The dragon makes a tail sweep attack.

Oceanic Roar (Costs 2 Actions). The dragon roars loudly, giving itself two Typhoon Charges, and dealing 1d4 thunder damage to all creatures except for itself in a radius of 300ft. if under 16ft of the dragon, targets are knocked prone for 4 rounds.

Typhoonnic Activation (Costs one Typhoon Charge). The dragon commands water around it (or sucks it out of other places) to empower its next attack.

Description

Teal dragons, also known as typhoon dragons, are massive serpentine dragons, with small, clawed flippers for legs. Their markings are similar to reef fish, with sand white underbellies, black accents and mostly Teal scales. They have flat(ish), long bodies with large segmented scale armor. Teal dragons are highly aggressive when it comes to guarding their hoard, but are mostly safe to be around in the wild. Teal dragons normally eat schools of fish or pods of dolphins. They have wings similar to Gold dragons, although they cannot fly nearly as fast, nor for as long. If confronted, they will normally either force opponents into the water, or blast their skin off with high pressure water breath. Teal dragons act significantly dumber than other chromatic dragons, and similar to white dragon, are also quite bestial in nature.

Lair and Lair Actions

A Teal Dragon’s Lair

Teal dragons lair in Underwater crevices or caves, or even out in the open amidst coral reefs. Teal dragons favor ruined pieces of ship over any actual gold, and their hoards are often mistaken for ship graveyards.

 

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • The dragon creates a massive current that pushes all creatures (excluding the dragon) into one wall of the cave (1d6, assign directions), this current will not relent for the next 20 rounds, and a CON/DEX save (24 AC) to not be incapacitated. This CON/DEX save can be repeated every five rounds.
  • The dragon swishes its tail, causing the room to be silted completely. This effect lasts for 3 minutes and makes all creatures within the lair Blind.
  • The dragon creates a large whirlpool in the center of the lair, which swirls around ship pieces. these pieces must be avoided with a 16 AC DEX save, lest the targets take 8d4 bludgeoning damage. This does not effect the dragon.

Regional Effects

The region containing a legendary white dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Typhoon-like weather are near constant within 13 miles of the dragon’s lair.
  • Whirlpools torment large aquatic objects, such as whales or boats when the dragon is hunting.
  • A lack of other large aquatic creature will be present in the area, and if any are seen moving into the area, their corpses will wash up on the shores not long after.

If the dragon dies, the Typhoon-like weather will fade over the course of 1d8 weeks, and the whirlpools will cease to appear. Large aquatic creatures will move into the dragon's former territory over the course of 1d6 weeks.

Habitat: CoastalUnderwater

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