Huge Dragon, Chaotic Evil
Armor Class 19 Natural Armor
Hit Points 325 (26d12 + 156)
Speed 40 ft., Fly 60 ft. (hover), Swim 60 ft.
STR
24 (+7)
DEX
18 (+4)
CON
22 (+6)
INT
24 (+7)
WIS
16 (+3)
CHA
15 (+2)
Saving Throws DEX +11, CON +13, CHA +9
Skills Athletics +14, Perception +10
Damage Resistances Cold
Damage Immunities Acid, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed, Stunned, Unconscious
Senses Darkvision 120ft, Passive Perception 20
Languages Aquan, Draconic
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Amphibious. The namielle can breathe air and water.

Flooded. Any space that has been flooded by one of namielle's actions is filled with four to five feet of water, and it is difficult terrain for any creature without an innate or magical swimming speed. The flooded areas remain flooded for 24 hours, until the namielle absorbs the water, or until it is turned to steam.

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

Magic Resistance. The namielle has advantage on saving throws against spells and other magical effects.
Actions

Multiattack. The namielle makes one Bite attack and two Claw attacks, or it makes three Water Globule attacks.

Bite. Melee Weapon Attack: d20+14 to hit, Reach 5 ft., one target. Hit 20 (3d8 + 7) piercing damage.

Claw. Melee Weapon Attack: d20+14 to hit, Reach 5 ft., one target. Hit 17 (3d6 + 7) slashing damage.
Water Globule. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 17 (5d6) acid damage and the target must succeed on a DC 21 Constitution saving throw or become afflicted with waterblight 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. On a hit or miss, the 5 foot area below the target is flooded.
Maelstrom. The water in a 45-foot radius around the namielle is pulled towards it and absorbed into its body, increasing the namielle's AC by 4 until the end of its next turn. Each creature in flooded terrain must make a DC 22 Strength saving throw or take 31 (9d6) bludgeoning damage and be pulled 15 feet toward the namielle on a failed save, or half as much damage on a successful one and is not pulled.
Tidal Wave. The namielle conjures up a wave of water that crashes down on an area in front of it. The area can be up to 45 feet long, up to 15 feet wide, and up to 10 feet tall. Each creature in that area must make a DC 22 Dexterity saving throw, taking 31 (9d6) bludgeoning damage and is knocked prone on a failed save, or half as much damage and isn’t knocked prone on a successful one. The water then spreads out 15 feet across the ground in all directions, flooding the area.
Electric Divebomb (Recharge 5-6). The namielle releases a torrent of water from its body, flooding the ground in a 40-foot radius around it. It then rises into the sky while gathering electricity and comes crashing down at its same location causing a massive eruption of water and a shockwave of steam. Each creature within 40 feet of the namielle must make a DC 21 Dexterity saving throw, taking 38 (7d10) fire damage on a failed save, or half as much damage on a successful one. If the creature is within 20 feet of the namielle, it takes an extra 22 (4d10) lightning damage. 

 

Spellcasting. The namielle casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 22):

At will: create or destroy water, control water, wall of water

Legendary Actions

The namielle 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 namielle regains spent legendary actions at the start of its turn.

Attack. The namielle makes one Bite attack or one Water Globule attack.
Water Beam (Costs 2 Actions). The namielle exhales a torrent of water in a 90-foot cone, flooding the area. Each creature in that area must make a DC 21 Dexterity saving throw, taking 35 (10d6) acid damage and be afflicted with waterblight on a failed save, or half as much damage and not afflicted with waterblight on a successful one. The water then spreads out 15 feet across the ground in all directions, flooding the area.
Electric Current (Costs 3 Actions). The namielle touches the tip of its wing to a flooded space within 10 feet of it, sending an electric current coursing through it. This current travels through each connected flooded space creating an explosion of steam in each space. Each creature in those spaces must make a DC 21 Dexterity saving throw, taking 21 (6d6) fire damage plus 21 (6d6) lightning damage on a failed save, or half as much damage on a successful one. Spaces affected by this ability then lose the flooded status.
MisterStasi

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