Legendary Resistance (3/Day). If Hap fails a saving throw, it can choose to succeed instead.
Unaware : Resistance to Fear, Stunned, Grappled, and Poisoned
Regeneration: If it has 1 hp; regenerates 5d12, can also regenerate parts.
Multiattack. Can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
Frightful Presence. Each creature of the Hap's choice that is within 120 feet of the Hap and aware of it must succeed on a DC 20 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Hap's Frightful Presence for the next 24 hours.
Lightning Breath (Recharge 5–6). Hap exhales lightning in a 120--foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
Acid Breath (Recharge 5–6). Hap exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.
Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively, The Water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
Destroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
Animal Friendship
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, The Beast must succeed on a Wisdom saving throw or be Charmed by you for the spell's Duration. If you or one of your Companions harms the target, the Spells ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, you can affect one additional beast level above 1st.
The following actions can be preformed as an action
- Sympathize (Friends)
Casting Time: 1 action
Range: Self
Components: S, M (a small amount of makeup applied to the face as this spell is cast)
Duration: Concentration, up to 1 minute
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.
Fly away:
User gains 500 feet of movement.
Casting Time : 1 action
Range: Self
Components: s
Duration: instant
Dragon Shout
A loud roar hollows out your soul. Casting frightened on everyone in range
Frightened
- A frightened creature has disadvantage on Ability Checks and Attack rolls while the source of its fear is within Line of Sight.
- The creature can’t willingly move closer to the source of its fear
Range: AOE S 30 feet
Components: VMS
Casting Time: 1 Action
Duration: 5 minutes (5 turns)
Effect: Frightened
Friendly: Dragons, Draxolotls, Half-Dragons, Genasi, Dragonborns, Tortles.
Neutral: Travelers, Sea Life
Dislikes: Pineapple, Sharks, Fire, Cold weather.
Hap 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 Hap regains spent legendary actions at the start of its turn.
Detect. The Hap makes a Wisdom (Perception) check.
Tail Attack. Hap makes a tail attack.
Wing Attack (Costs 2 Actions). The beast beats its wings. Each creature within 15 feet of Hap must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. Hap can then fly up to half its flying speed.
Water shot (Costs 1 action): Shoots a ball of water at a target. Must suceed a DC12 Dex roll or take 10 damage. On failed roll takes 6d4 + targets dex bonus. Leaves target prone.
Drink (Costs 1 action): Drinks water or absorbs moisture from air. Heals 2d24.
Hydro blast (costs 2 actions): Hap shoots a big blast of water. Hits in a range of 5 feet in diameter. Target must make either a DEX saving throw or a CON saving throw. On failure target takes 6d12. Must use "Drink" again before use.
Only one in the world when slain you lose all HP till you sleep in a bed.
Description
Tries to befriend people and creatures. Will help an injured person. Tends to avoid conflict but be cause of its size and general obliviousness to social settings it tends to accidently destroy stuff if not trained properly. When trained properly they can be a great modem of transportation. When around other dragons they tend to create bonds with dragons and will try to stop fighting between them and humanoids. When neglected or attacked it will create a large rainstorm and stomp around hard enough to be comparable to an earthquake.
Big Hap similar to other Draxolotls loves treasure and loves food. It's said that it will eat whale corpses, large fish, and will take poison from sea creatures and will use that to coat rocks with it to mark its territory. Unlike more common forms of Draxolotls, Big Hap will only share it's treasure or food with those who it trusts.
When marking its territory other dragons or similar creatures will know the smell to be a Draxolotl. Big Hap has also been known to take on large waves during storms and drink the crashing waves reducing them to a light sprinkle when crashing on land. When around Tortles he loves to challenge them to hunting and fishing competitions.
Lair and Lair Actions
Hap make his lairs in Swamps, marshes, beaches, deep sea caves, and waterfalls.
A Hap will collapse the caverns that make up its lair if that lair is invaded. Then burrows out, leaving its attackers to be crushed and suffocated. It wont kill but will cause players to unwillingly runaway and be debuffed by frightened status.
Lair Actions
On initiative count 20 (losing initiative ties), Hap takes a lair action to cause one of the following effects; Hap can’t use the same effect two rounds in a row:
- Part of the ceiling collapses above one creature that Hap can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
- A cloud of sand swirls about in a 20-foot-radius sphere centered on a point Hapcan see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded 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.
- Lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that Hap can see. They must be within 120 feet of Hap and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.
Regional Effects
The region containing a ’Haps lair is warped by the Hap’s magic, which creates one or more of the following effects:
- Thunderstorms rage within 6 miles of the lair.
- Dust devils scour the land within 6 miles of the lair. A dust devil has the statistics of an air elemental, but it can’t fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (−5).
- Hidden sinkholes form in and around the Hap’s lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6 × 10 feet into the sinkhole.
Cannot die in liar. It evaporates and all enemies are blinded for 5 minutes.
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