(Btw Water damage causes soaking, that makes infernal creatures weaker and makes everything else slower by 8 feet)
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Soaked manipulation. The Dragon can manipulate anything that is soaked and within 20 feet of it.
Bite. Melee Weapon Attack: 4d10+13 Water damage. (hehe)
Claw. Melee Weapon Attack: 1d20+6 slashing damage.
Spit. RangedWeapon Attack: +14 to hit, range 90/900 ft., 2d6 target. Hit: 3d12 + 15 Water damage.
Water Bubble. It can lift water to charm creatures and fight. (3d8 Water damage)
Holy water. The dragon can heal 1d8 + The creatures hit dice with holy water.
Swim(1/Day). The dragon can make one thing move 200 feet in water for a day.
Detect. The dragon makes any check.
Wing shield. The Dragon can block with its wings 2/battle by a DC 10 Constitution saving throw.
Only one legendary action 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.
Wet shield. Creates a bubble around the Dragon that prevents everything, except creatures with any good or neutral alignment from entering.
Bite Attack. The dragon makes a bite attack.
The dragon can use a mythic action at a start or end of a round.
Tsunami. The Dragon can create a tsunami 2/week. The tsunami is an instant death to weak infernal creatures and deals 10d20+50 Water damage to everything else that is not related to water.
Staring sweat. The dragon can stare at something and make it soaked.
Description
It is an ancient Dragon with the Air, Fire, Rock, Nature, Ash and Magic variants. It is often calm and doesn't cause harm, but can rage if someone would hurt one of its allies.
Lair and Lair Actions
Water Arch-Dragon's Lair
The lair MUST be located near water.
Lair Actions
On initiative count 20 (losing initiative ties), the 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:
- 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.