Gargantuan Dragon, Neutral
Armor Class 18 (natural armor)
Hit Points 425 (23d20 + 184)
Speed 40 ft., Swim 80 ft.
STR
28 (+9)
DEX
10 (+0)
CON
27 (+8)
INT
18 (+4)
WIS
21 (+5)
CHA
20 (+5)
Saving Throws DEX +7, CON +15, WIS +12, CHA +12
Skills Perception +19, Stealth +7
Damage Immunities Fire
Condition Immunities Paralyzed
Senses Blindsight 60, Darkvision 120 ft., Passive Perception 29
Languages Aquan, Common, Draconic
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Amphibious. The dragon can breathe air and water.

Draconic Immunity. The dragon cannot be put to sleep by magical means.

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

Innate Spellcasting. The loong dragon's innate spellcasting ability is Charisma (spell save DC 20). They can innately cast the following spells, requiring no material components:

1/day each: fog cloud, speak with animals, conjure animals (aquatic Beasts only), suggestion, watery sphere

Actions

Multiattack. The dragon uses Frightful Presence, and then makes one attack with its Bite and two with its Claws.

Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 22 (2d12 + 9) piercing damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) slashing 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 20 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.

Steam Breath (Recharge 5–6). The dragon exhales a cloud of burning steam in a 60-foot cone. Each creature in that area must make a DC 23 Constitution saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.

Change Shape. The dragon magically polymorphs into a humanoid that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Spiritual Projection. The loong wang can magically shift from the Material Plane to the Ethereal Plane, or vice versa.

Bonus Actions

Superior Invisibility. The lung dragon magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the lung dragon wears or carries is invisible with it.

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.

Detect. The dragon makes a Wisdom (Perception) check.

Claw Attack. The dragon makes a Claw attack.

Crush Attack (Costs 2 Actions). The dragon leaps into the air and lands in the space of one creature within 10 feet. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and 7 (2d6) fire damage, and the creature is knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

The loong wang make their homes in the depths of the ocean floor, guarding the most primal paths between the Ethereal Plane and the Material Plane from interlopers. When provoked, the loong wang will immediately form great forests of seaweed, obscuring and punishing its enemies. 

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.

  • Until initiative count 20 on the next round, whenever the dragon moves into the space of a water vehicle, it can make a DC 24 Strength check (no action) to capsize the vehicle. If capsized, all creatures onboard the vehicle are moved to a space within 5 feet of the vehicle. If the vehicle is less than 20 feet long, the dragon makes this ability check at advantage.
  • Any creature who starts their turn or moves within 20 feet of the dragon for the first time on their turn must succeed a DC 23 Constitution saving throw or be restrained until the end of their next round, or until initiative count 20 on the next round.
  • Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 20 Wisdom saving throw or be blinded by the dragon until initiative count 20 on the next round.

Regional Effects

The region containing a legendary loong wang's dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Thick fronds of kelp form labyrinthine passages within 1 mile of the dragon’s lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the fronds, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the fronds must make a DC 15 Dexterity saving throw once each round it’s in contact with the thickets or take 3 (1d6) bludgeoning damage from the thick tubules.
    Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to slashing and necrotic damage, and immunity to psychic and thunder damage.
  • Within 1 mile of its lair, the dragon can pass through the vegetation without expending any extra movement, and natural plant life is strangely absent, as if consumed by a large herbivorous presence.
  • Fish and other aquatic Beasts within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears, and the dragon can control their minds (if their Intelligence is less than 10), forcing them to attack or defend their home.

If the dragon dies, the fish and aquatic animals lose their supernatural link to it. The fronds remain, but within 1d10 days, they become mundane and untwist from one another to form natural underwater forests.

Habitat: CoastalUnderwater

TheBooksDoctor

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