Gargantuan Dragon, Unaligned
Armor Class 24 Natural Armor
Hit Points 455 (26d20 + 182)
Speed 40 ft., Swim 150 ft.
STR
25 (+7)
DEX
25 (+7)
CON
25 (+7)
INT
20 (+5)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws STR +14, DEX +14, CON +14, WIS +12
Skills Perception +11, Survival +11
Damage Immunities Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Aquan, Draconic
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

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

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

Actions

Multiattack.
The sea dragon makes one bite attack and two tail swipes or two bite attacks and a tail swipe.

Bite.
Melee Weapon Attack: +13 to hit, reach 15 ft., one target.
Hit: 24 (3d10 + 7)  Piercing damage.

Tail Swipe.
Melee Weapon Attack: +13 to hit, reach 30 ft., one target.
Hit: 40 (5d12 + 7) Bludgeoning damage and the struck target must make a DC 21 Strength saving throw or fall prone.

Aqua Pump (Recharge 5-6).
The sea dragon exhales a jet of water in a 120 foot line that is 10 foot wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 88 (16d10) Bludgeoning damage and falling prone on a failed save. On a successful save, an affected creature takes only half as much damage and doesn't fall prone.

Reactions

Magically Reflective Scales.
The sea dragon can choose to use its reaction to glisten its scales after being hit by a spell that required an attack roll. Once glistened, both the triggering spell and any other spells that require attack rolls are reflected back to the attacker. This lasts until the end of the current turn.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. 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.

Move.
The sea dragon moves up to its speed.

Tail.
The sea dragon makes a tail swipe attack.

Oracle of the Sea (Costs 2 Actions).
The sea dragon regains the use of its reaction.

Description

Regional Effects.
The region containing a sea dragon's lair is different than others and experiences the following effects.

  • The region a sea dragon inhabits is often plagued by heavy rainstorms. If the sea dragon lives within an ocean area, the ocean becomes plagued by violent, raging waters.
  • Liquids in containers or structures (like water in a wash basin) sometimes creates slight, non-violent whirlpools.
  • The echoing roar of the sea dragon can sometimes be heard during a rainstorm. The roar is an illusion and is not necessarily the sea dragon roaring itself. Sea dragons enjoy using this to frighten or confuse other creatures.

Lair and 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 sea dragon chooses two creatures within 120 feet of it that it can see. If it is raining, the sea dragon does not need to see the creatures as long as it is within 120 feet of it still. The chosen creatures must immediately make a DC 21 Constitution saving throw. On a failed save, an affected creature's throat fills with magical water, causing it to be unable to speak until the end of the round.
  • The sea dragon chooses a point on a watery surface or a point within water that it can see within 120 feet of it. The chosen point immediately creates a small whirlpool causing all swimming/submerged creatures within 30 feet of the whirlpool to make a DC 21 Strength saving throw or be pulled 30 feet toward the whirlpool's center.
  • The sea dragon creates a water geyser to rise from a watery surface within 120 feet of it that it can see. The water geyser has a 5 foot radius and rises to a height of 30 feet. Any creature in the area of the geyser when it rises must make a DC 21 Strength saving throw or take 4d6 Bludgeoning damage and fall prone.
BloodWolf202

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