Armor Class 20 (Natural Armor)
Hit Points 341 (22d20 + 110)
Speed 20 ft., Swim 60 ft.
STR
25 (+7)
DEX
15 (+2)
CON
20 (+5)
INT
13 (+1)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws STR +13, DEX +8, CON +11, WIS +9
Skills Perception +9, Stealth +8
Damage Resistances Lightning
Damage Immunities Cold, Fire
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 19
Languages Common, Draconic, Primordial
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (2/Day). If Cetus fails a saving throw, it can choose to succeed instead.

Amphibious. The dragon can breathe air and water.

Siege Monster. The dragon deals double damage to objects and structures.

Innate Spellcasting. The dragon knows the following spells, using Charisma as their spellcasting ability (Save DC15):

1/day: Control Water (bonus action variant)

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws. It can make one tail or constrict attack in place of its two claw attacks.

Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage.

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from Cetus and knocked prone.

Constrict. Melee Weapon Attack: +12 to hit, reach 20 ft., one creature. Hit: 29 (4d10 + 7) bludgeoning damage, and the target is grappled (escape DC 20). Until this grapple ends, the target is restrained, and Cetus can’t constrict another target.

Boiling Breath (Recharge 5–6). Cetus exhales boiling water in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. This damage ignores fire resistance.

Legendary Actions

Cetus 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.

Attack. The dragon makes one Claw or Tail attack.

Move. The dragon moves up to its speed. If the dragon turtle is swimming, this movement doesn't provoke opportunity attacks.

Armor of Storms (Costs 2 Actions). Lightning temporarily surrounds the dragon, and it gains 20 temporary hit points until the start of its next turn. Until all these temporary hit points are gone, any creature that touches the dragon turtle or hits it with a melee attack takes 13 (2d12) lightning damage.

Lair and Lair Actions

On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon turtle can’t take the same lair action two rounds in a row:

  • A strong water current moves through the dragon turtle’s lair. Each creature within 30 feet of the dragon turtle must succeed on a DC 15 Strength saving throw or be moved 30 feet in a direction of the dragon’s choice. On a success, the creature is moved 10 feet instead.
  • Strands of spectral kelp reach out to ensnare creatures in a 20-foot-radius sphere centered on a point in the lair that the dragon can see. Each creature in that area must succeed on a DC 15 Strength saving throw or be restrained until the end of its next turn.
  • Steam erupts in a 15-foot cone from a point on the ground the dragon can see within 120 feet of it. Each creature in that area must make a DC 15 Constitution saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. This damage ignores fire resistance.
PuzzlingCipher

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