Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d6 + 5) slashing damage.
Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (2d10 + 5) 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.
Salt Breath (Recharge 5–6). The dragon exhales fine salt crystals in a 80-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 16 (3d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature who fails their save is also blinded for 1 minute, has disadvantage on attack rolls and ability checks, and is unable to breathe as the salt hardens over any orifice on the creature’s body. A creature
who fails their save by more than 5 is unable to take a breath as they become covered in salt and immediately starts suffocating. If a creature uses an action to pour at least 1 gallon of salt-free water over the victim, the victim is no longer affected by the dragon’s salt breath at the start of their next turn.
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.
Slither. The dragon makes a Dexterity (Stealth) check and attempts
to hide.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
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