Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 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.
Watermelon Seed Breath (Recharge 5–6). The dragon exhales watermelon seeds in a 90--foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 77 (22d6) bludgeoning damage on a failed save, or half as much damage on a successful one.
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.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
Ancient Watermelon Dragons are the sweetest of the species, for they have spent their days in the sun and have grown wonderfully ripe with age. They enjoy the company of faerie dragons, bards, and humanoids, especially anyone who can make them laugh.
Lair and Lair Actions
The Watermelon Dragon makes its lair in the ever-changing Feywild. Since they're fond of shape-changing, their lair often looks like a fairytale cottage with a never-ending field of watermelons. These watermelons grow to a HUGE size if the dragon feels threatened.
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:
- Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.
- The watermelons suddenly grow huge in size, creating a Wall of Rind within 120 feet of the dragon. The rind wall is up to 60 feet long, 15 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) blundgeoning damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. A creature can climb over the wall, albeit slowly as it's difficult to grab onto the slick melon rind. For every 1 foot a creature travels over the wall, it must spend 4 feet of movement. Furthermore, a creature climbing the wall must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, or fall, taking 18 (4d8) bludgeoning damage on a failed save. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies.
- Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round.
Regional Effects
The region containing a legendary watermelon dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- The watermelons grow supernaturally large in size, forming labyrinthine passages within 1 mile of the dragon’s lair. The watermelon patch acts as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the giant watermelon patch, with every 1 foot a creature moves costing it 4 feet of movement because of the entangling vines.
Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage. - Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon’s path.
- Faerie dragons and birds within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears. Deer love to wander through the patch.
If the dragon dies, the faerie dragons and birds lose their supernatural link to it. The watermelon patch remain, but within 1d10 days, they become mundane plants and normal difficult terrain, losing their entangling vines.
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