Amphibious. The dragon can breathe air and water.
Legendary Resistance (2/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Murky Spellstrength. Whenever the dragon is in water, in a cave, and within 25 ft away from a Very Rare or rarer magic item, it can cast magic stone up to 5 times per day, requiring only material components. Its spellcasting ability for this spell is Wisdom.
Innate Spellcasting . The dragon's innate spellcasting ability is Wisdom (spell save DC 17). The dragon can innately cast the following spells, requiring no material components:
At will: lightning lure
1/day each: alarm, absorb elements, gust of wind
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., 1 target. Hit: 17 (3d6+4) piercing damage plus 12 (3d6) cold damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 17 (3d6+4) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 28 (3d10+4) bludgeoning damage and the target must succeed on a DC 15 Strength saving throw or be knocked prone.
Wing Attack. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 17 Dexterity saving throw or take 14 (2d6+4) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Frightful Presence. Each creature of the dragon's choice that is within 110 feet of the dragon and aware of it must succeed on a DC 16 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 the dragon's Frightful Presence for the next 24 hours.
Cavewater Breath (Recharge 5-6). The dragon exhales glowing turquoise, super-pressured water in a 85-foot cone. All creatures in that area must make a DC 18 Dexterity saving throw, taking 31 (5d8) cold damage and 29 (7d6) acid damage on a failed save, or half as much on a success.
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. This check has a +1 bonus if the dragon is in a cave.
Tail Attack. The dragon makes a tail attack.
Lightning Strike (Costs 2 Actions). The dragon casts lightning bolt without needing any verbal or material components.
Description
Murktide Dragons are smaller than their chromatic, metallic, and gem cousins, and as such somewhat shun them. They have a strange instinct to guard sacred sites to dragon gods and keeping those that disobey draconic orders are kept in line. They lair in murky, underwater swamps deep within lush cave systems, where they do as they please.
Lair and Lair Actions
Murktide dragons lair in the deepest and most beautiful yet foreboding caves of the underdark. These areas are known as lush caves, and they often contain huge swamp-like areas which murktide dragons lair in. A normal murktide dragon lair usually contains multiple gigantic extra chambers, mainly due to the fact that murktide dragons enjoy the company of nice creatures, especially younger members of their own kind.
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:
- Acidic muck from the mushy ground around the dragon's lair leaps forward in tendrills. Any creature that is within 15 feet of one of this mud puddles must succeed on a DC 15 Strength saving throw or be grappled until initiative count 20 on the next round and knocked prone.
- Small chunks of stalagtites fall from the ceiling directly onto a creature within 50 ft of the dragon that the dragon can see. That creature must make a DC 15 Dexterity saving throw, taking 12 (2d8) bludgeoning damage and be stunned until the end of the dragon's next turn on a failed save, or half as much damage and not be stunned on a success.
Regional Effects
The region containing a legendary murktide dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Swirling, dark gray clouds that create small thunder and lightning storms surround the lair.
- Small blotches of acidic moldslime grow on a large amount of the cave walls around the sleeping chamber of the dragon's lair. This slimes are connected to the dragon telepathically and whenever a creature comes within 20 ft of the sleeping chamber, the blobs will alert the dragon of the creature's presence. Whenever a creature comes within 10 ft of a splotch of acidic moldslime, the slime automatically drops onto the creature. The creature must succeed on a DC 14 Constitution saving throw or take 5 acid damage, or if the target is wearing armor, 4 acid damage and the armor takes a permanent -2 penalty to AC. Once the armor reaches -5 AC it is destroyed completely and breaks into glowing green, smoking chunks of metal.
- Flumphs, flying snakes, giant frogs, dire corbys (who have an their alignment changed to pure neutral due to being in the lair), multiple different types of lesser ooze, and even guard and ambush drakes are attracted to the lair and live and breed in or around it in large numbers.
Previous Versions
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