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.
Acidic haze. once this feature has been activated all water within the dragons lair is acidic. the first time a creature enters the water it makes a DC 15 Constitution saving throw, taking (1d4) acid damage on a failed save, or no damage on a successful one.
Whenever a creature ends or starts its turn in the water, only one roll per creature per round, it makes a DC 15 Constitution saving throw, taking (1d4) acid damage on a successful save, or no damage on a failed one, regardless the creature rolls on the Acidic haze table.
Multiattack. The dragon makes two attacks with its claws or it takes one claw attack and one slam attack.
Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: (2d6 + 6) slashing damage.
Slam. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: (2d8 + 6) bludgeoning damage.
Acid Barf (Recharge 4–6). The dragon spews acidic water in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking (8d8) acid 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.
Legendary Hunter. The dragon casts or moves hunters mark.
Surge. The dragon moves up to half its speed.
Corrupted Lake (Costs 2 Actions). The dragon activates or deactivates the acidic haze ability.
Lair and Lair Actions
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:
- Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pushed up to 20 feet in any direction and knocked prone.
- A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d10) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d10) piercing damage.
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