Legendary Resistance (4/Day). If the ceadeus fails a saving throw, it can choose to succeed instead.
Magic Resistance. The ceadeus has advantage on saving throws against spells and other magical effects.
Siege Monster. The ceadeus deals double damage to objects and structures.
Multiattack. The ceadeus makes one Bite attack and two Tail attacks.
Bite. Melee Weapon Attack. d20+15 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) piercing damage.
Tail. Melee Weapon Attack. d20+15 to hit, reach 20ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage.
Hydropump (Recharge 5-6). The ceadeus releases a high pressure stream of water in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 25 Dexterity saving throw, taking 90 (20d8) acid damage on a failed save, or half as much damage on a successful one.
Bioluminescence. The ceadeus emits dim light from its body in a 5-foot radius, increases the illumination to bright light in a 5- to 20-foot radius (and dim light for an additional number of feet equal to the chosen radius), or extinguishes the light.
The ceadeus 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 ceadeus regains spent legendary actions at the start of its turn.
Detect. The ceadeus makes a Wisdom (Perception) check.
Tail Attack. The ceadeus makes one Tail attack.
Torpedo (Costs 2 Actions). The ceadeus swims up to its swim speed, during this movement it can swim through other creatures without provoking opportunity attacks. Each creature the ceadeus moves through must succeed on a DC 17 Dexterity saving throw or take 21 (4d6 + 7) bludgeoning damage and be knocked prone.
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