Gargantuan Dragon, Lawful Evil
Armor Class 22 (natural armor)
Hit Points 403 (15d20 + 252)
Speed 60 ft., Swim 100 ft., Fly 40 ft., Climb 20 ft.
STR
20 (+5)
DEX
30 (+10)
CON
20 (+5)
INT
15 (+2)
WIS
10 (+0)
CHA
20 (+5)
Saving Throws DEX +17, CON +12, WIS +7
Skills Acrobatics +24, Perception +7, Stealth +24
Damage Vulnerabilities Lightning, Poison
Damage Resistances Bludgeoning
Damage Immunities Cold, Fire
Condition Immunities Grappled
Senses Darkvision 200 ft., Tremorsense 40ft. (Water), Passive Perception 17
Languages Aquan, Common, Draconic
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Amphibious. The dragon can breathe air and water.

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

One With the Waves. While the dragon is fully submerged in the water, it gains Adv. On Stealth checks and a +3 to its Armor Class.

Actions

Multiattack. The dragon uses its Frightful Presence then makes one Bite attack and two Claw attacks.

Frightful Presence. Each creature of the dragon’s choice that is within 120-feet that is aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, on a success it is not frightened and is immune to the dragon’s Frightful Presence for 24 hours.

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 16(2d10 + 10) piercing damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 20 (3d6+10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 16 (2d10+10) bludgeoning damage.

Hydro Breath (Recharge 4–6). After you recharge you can only use the breath weapon corresponding to the number rolled.

  • 6-Geyser: The dragon exhales a 120 ft. long 10ft. wide line of water each creature in the area must succeed on a DC 22 Dexterity saving throw or take 71 (10d10+20) bludgeoning damage and is pushed 50-Str score ft away and knocked prone on a success you take half damage and are not pushed or knocked prone .
  • 5-Super Heated: The dragon exhales a 60 ft. cone of boiling water each creature in the area must succeed on a DC 20 Dexterity saving throw or take 46 (5d10+20) bludgeoning damage plus 26 (5d10) fire damage and is blinded for 1 round, on a success take half damage and isn't blinded.
  • 4-Super Cooled: The dragon exhales a 60 ft. cone of freezing water each creature in the area must succeed on a DC 20 Dexterity saving throw or take 46 (5d10+20) bludgeoning damage plus 26 (5d10) cold damage and have their speed halved for 1 round, on a success only take half damage and speed is unaffected.
Legendary Actions

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.

Tail. The dragon makes one Tail attack.

Move. The dragon moves up to half its movement.

Detect. The dragon makes a Wisdom (Perception) check 

Description

Pink dragons spend most of their time in the water, causing them to smell damp at all times. They have pointed faces reminiscent of a shark, they have long fin like frills that run down their back and tails. Their wings double as fins in the water, their toes and fingers are webed, they have a second set of eyelids and their tale ends in a flipper. While relatively clumsy on land, pink dragons are graceful in the water. Pink dragons try not to engage in combat on land, instead they use their advantage in water to outmanuver and overpower their foes. Due to their reclusive nature Pink dragons tend to keep followers preferring creatures such as Tritons.

Hoard: 

Pink dragons are monetarily motivated, but forgetful, so the end up raiding the same town multiple times, they accept any wealth, but prefer sunken treasure and magic items that manipulate wind and water.

 

Lair and Lair Actions

A Pink Dragons Lair 

Pink dragons make their lairs in underwater caverns. They make sure their lairs are hidden even their followers don't know where the main chamber is.

On initiative count 20 (losing ties) the dragon can take a lair action,it can't use the same action twice in a row.

  • The lair starts to flood, the water level increases by 1d20 ft. per turn and begins receding by 1d20 ft. per turn at the start of the next round.
  • A 20 ft. radius whirlpool forms in a location the dragon can see any creature in the area can make a DC 15 Dexterity saving throw taking 16 (4d8) bludgeoning damage, the area becomes difficult terrain and any creature that starts its turn or enters the are takes 16 (4d8) bludgeoning damage this effect lasts until the next round.
  • Darkness equal to a level 5 spell fills the lair this effect lasts 2 rounds 

The region containing a legendary pink dragons lair is warped by the dragon’s magic, resulting in the following effects.

  • It never stops raining within 1 mile of the lair 
  • Geysers appear that are portals to the elemental plane of water, allowing creatures through.
  • Water sources north of the lair become supernaturally cold and water sources south of the lair become supernaturally hot

Whenever the dragon dies these effects fade over 1d10 days.

Habitat: CoastalSwamp

Bgue3544

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