Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Elemental Absorption. Whenever the dragon takes fire or thunder damage, half of that damage is added to the damage of its next Wing Attack. Whenever it take acid or cold damage, half of that damage is added to its next Sleet Breath attack. Whenever it is hit by lightning or poison damage, half of that damage is added to its next Bite or Claw attack (before applying immunity, in the case of lightning damage). All extra damage dealt this way is rounded down.
Spellcasting. The dragon can cast the following spells once per day with no material components (save DC 21): control weather, storm of vengeance, tsunami.
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: +14 to hit, reach 15 ft., one target. Hit: 18(2d10 + 7) piercing damage plus 11 (2d10) lightning damage.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage + 11 (2d10) thunder 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 21 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.
Lightning Breath (Recharge 5–6). The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 24 Dexterity saving throw, taking 77 (14d10) lightning damage on a failed save, or half as much damage on a successful one. Any creatures that were hit by a tempest dragon's sleet breath within the last three turns, and are in a 120-foot cone originating from the dragon, are also hit by this attack and automatically fail the saving throw.
Sleet Breath (Recharge 5-6). The dragon exhales frigid water in a 90-foot cone. Each creature in that cone must make a DC 24 Constitution saving throw, taking 5 (1d10) cold damage and 5 (1d10) bludgeoning damage on a failed save, or half as much on a successful one. All affected creatures must also make a DC 24 Strength saving, being pushed 15 feet away from the dragon.
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 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
When it reaches its mythic phase, the dragon gains resistance to nonmagical bludgeoning, piercing, and slashing damage. Additionally, the dragon can take three mythic actions, choosing from the options below. Only one mythic action option can be used at a time and only at the end of another creature's turn. The dragon regains spent mythic actions at the start of its turn.
Wave. The dragon casts tidal wave.
Lightning. The dragon casts lightning bolt.
Heart of the Seas. If the dragon is within 100 feet of an ocean, it regains 20 hit points.
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:
- A ghost ship appears and sails through the lair before disappearing, infecting the dragon's enemies with despair. All creatures the dragon designates who see it must make a DC 21 Wisdom saving throw or suffer a -1 penalty to all attack rolls and saving throws. This effect worsens by -1 every time a creature fails this save. At the end of its turn, a creature afflicted by this despair can repeat the saving throw, reducing the penalty by 1 for each success.
- A strong wind blows through the lair. Each creature the dragon chooses must make a DC 21 Strength saving throw or be pushed up to 10 feet in the dragon's choice of direction.
- Lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.
Regional Effects
The region containing a legendary tempest dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Thunderstorms rage and whirlpools form within 12 miles of the lair.
- Water elementals attack ships within 6 miles of the lair; they will attempt to bring drowned (and half-drowned) sailors to the lair.
- Tidal waves strike the coast within 12 miles of the lair. Roll a d4 to determine how many tidal waves strike over a 20-day period.
If the dragon dies, the water elementals disappear immediately, and the thunderstorms and whirlpools abate within 1d10 days. One more tidal wave occurs before the tidal waves cease.
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