Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Water Environment Add a d10 to any saving throws or
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: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning 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 17 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.
Water Beam (Recharge 5–6). The dragon exhales a beam of water at high speeds in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning 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.
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.
Lair and Lair Actions
Sea Serpents hang out in ship wreckages, coral reefs, and the like.
There are normally whirlpools around the serpents lair
A blue sea serpent will make the tides rise and make the waves strong enough to destroy its lair if it is forced to.
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 small whirlpool swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The whirlpool spreads around corners. Each creature in the whirlpool must succeed on a DC 15 Constitution saving throw or be moved to a random area in the whirlpool each turn and has disadvantage on all attack rolls. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Water becomes viscous, forming a 5-foot square in an area that the serpent can see. They must be within 120 feet of the serpent. Each creature trying to cross that square must succeed on a DC 15 Dexterity saving throw.
Regional Effects
The region containing a sea serpents’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Waves rage within 6 miles of the lair.
- Whirlpools form in and around the serpent's lair. A whirlpool can be spotted from a safe distance with a successful DC 5 Wisdom (Perception) check. Otherwise, the first creature to enter the whirlpool must succeed on a DC 15 Dexterity saving throw or fall 1d6× 10 feet into the waters.
If the dragon dies, the whirlpools disappear immediately, and the waves calm within 1d10 days.
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