Amphibious. The drakon can breath both air and water.
Echolocation. The drakon can't use its blindsight while deafened.
Keen Sight. The drakon has advantage on Wisdom (Perception) checks that rely on sight.
Legendary Resistance(3/day). If the drakon fails a saving throw it can choose to succeed instead.
Multiple Heads. The maximum amount of heads the drakon can have is three. For each head it has above one, its hp increases by 60 and its challenge rating goes up by 1. While it has more than one head, the drakon has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. Whenever the drakon takes 60 or more damage in a single turn while it has more than one head, one of its heads dies. If the drakon does not take radiant or fire damage while one of its heads is dead, that head regenerates the start of its next turn and the drakon heals 30 hp.
Siege Monster. The drakon deals double damage to objects and structures.
Innate Spellcasting. The drakon’s innate spellcasting ability is Intelligence (spell save DC 22). It can innately cast the following spells, requiring no material components.
At will: Acid Splash, Acid Stream, Create or Destroy Water, Inflict Wounds, Poison Spray, Ray of Sickness, Shape Water, Tidal Wave
3/day each: Animate Dead, Blight, Contagion, Control Water, Summon Undead, Vitriolic Sphere, Wall of Water, Watery Sphere
1/day each: Circle of Death, Create Undead, Finger of Death, Tsunami
Multiattack. The drakon uses its Frightful Presence. It then makes up to one bite attack per head it has and one constrict attack. It can use its Swallow in place of one of its bites. If it has multiple heads it can replace one of its bites with its Noxious Breath.
Frightful Presence. Each creature of the drakon’s choice within 120 feet of it 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, with disadvantage if the drakon is within line of sight, 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 drakon’s Frightful Presence for the next 24 hours.
Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 26 (3d10 + 9) piercing damage. On hit the target must make a DC 20 Constitution saving throw, taking 54 (12d8) necrotic damage and becoming poisoned for one hour on a failed saved or half as much damage on a success. While poisoned in this way a creature takes 7 (2d6) necrotic damage at the start of each of their turns. A creature can repeat the save at the end of their turns, ending the effect on a success.
Constrict. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 29 (3d12 + 9) bludgeoning damage. On hit the target is grappled and restrained(Escape DC 20) and the drakon can't constrict another creature.
Swallow. The drakon makes one bite attack against a large or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the drakon, and it takes 49 (14d6) acid damage at the start of each of the drakon’s turns.
If the drakon takes 40 damage or more on a single turn from a creature inside it, the drakon must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the drakon. If the drakon dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.
Noxious Breath (Recharge 5-6). One of the drakon's heads exhales a toxic concoction in a 120 foot cone. Creatures in range must make a DC 26 Constitution saving throw, taking 39 (6d12) poison damage and 39 (6d12) acid damage on a failed save or half as much on a successful one. Each head has its own recharge counter but only one can use it in a single round.
The drakon 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.
Cast. The drakon casts one of its at will spells.
Constrict. The drakon makes a constrict attack.
Paralyzing Gaze(Costs 2 Actions). The drakon targets a creature that it can see that is frightened of it within 100 feet of it. That Creature must make a DC 15 Wisdom saving throw or become paralyzed for as long as it remains frightened of the drakon.
Toxic Deluge (Costs 3 Actions). The drakon creates a wave of toxic sludge around it. The wave is 40 feet high and goes 60 feet out in all directions around the drakon. All creatures in range must make a DC 18 Strength saving throw. On a failed save a creature takes 14 (4d6) bludgeoning damage plus 14 (4d6) acid damage, is pushed 30 feet away, and knocked prone. On a successful save the creature only takes half damage. The sludge then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it and it then remains in this area on the ground or in water. A creature that starts its turn prone in this area must make a DC 15 Constitution saving throw or take 10 (3d6) poison damage, taking half on a success.
Description
The Black Tsunami Drakon is a fairly new variant of Tsunami Drakons that reside solely in the material plane. They are on average larger than their original variants, they measure about 400-500 feet in length on average and still possess their massive wing-like fins. Their scales have turned primarily black with toxic green scales on the underbelly and fins. Their green scales seem to possess a radioactive glow. They no longer travel in pods, instead they hunt and travel alone. They battle other intelligent creatures whenever they encounter one, wearing them down with their newfound noxious breath attack before swallowing them whole and leaving not even bones behind. While they will still travel the deep sea for larger prey this variant much prefers to reside in coasts and even within large cities. Young Black Tsunami Drakons will often make their way into sewers and feed on creatures and people down there until it becomes too large to keep living there, once that happens it begins to assault the above ground city and tearing it apart in order to form its new lair. These living environmental hazards posses devasting poisons and acidic attacks, capable of generating a seemingly limitless supply of vile pollution to wreak havoc wherever they are found. Some Black Tsunami Drakons will possess multiple heads and generally will have 1-3 heads. Each head has 2 additional eyes and a cobra-like hood with toxic green scales forming a pattern inside them. Ones that have multiple heads will often argue or fight with itself over food and any major decisions, which is why while its more dangerous it is less common.
This variant of the Tsunami Drakon came into existence due to an excessive amount of water pollution that corrupted some of the very water sensitive tsunami drakon that had been living in the material plane's oceans. This corrupted, vile abomination would become it's own variant of tsunami drakons that is sometimes referred to as the greatest environmental disaster.
Lair and Lair Actions
Once the Black Tsunami Drakon fully matures it begins terraforming the city it grew up under or nearby. It dissolves the roads and streets with acid before refilling them with sludge-filled water to allow it to move around more easily. It destroys and tears apart many larger buildings that would get in its way while moving. In the end the entire city will be left ruined and polluted before the Black Tsunami Drakon is comfortable and claims the entire city as its lair. The air, water, and ground in the area of the city becomes lifeless and toxic and the sky is often clouded and filled with smog. The drakon will turn any corpses it doesn't immediately eat into undead to roam its lair in search of potential survivors and will eat the undead later.
Lair Actions
On initiative count 20 (losing initiative ties), the drakon takes a lair action to cause one of the following effects; the drakon can’t use the same effect two rounds in a row:
- Chemicals in the area react to the radiated glow of the drakon's green scales and create a massive flash of light. Creatures of the drakon's choice that can see within 120 feet of it must make a DC 18 Constitution saving throw or become blinded until the next lair action.
- An area of the drakon's choosing is subjected to a sudden and intense flash of heat. The drakon chooses a point within 200 feet of it that it can see. Creatures within a 30 feet radius of that area are hit with an intense burst of heat and must make a DC 18 Constitution saving throw or take 6d8 fire damage, taking half on a success.
- The drakon lets out a roar that begins emanating from ooze-like creatures that rise up from the toxic sludge nearby, amplifying it into an intensely loud and terrifying effect. Creatures of the drakon's choice that can hear within 100 feet of it must make a DC 20 Wisdom saving throw or 4d6 thunder damage and become deafened until the next lair action, taking half damage on a success. Creatures that fail the save by 5 or more are also frightened for the duration.
Regional Effects
The region containing a black tsunami drakon's lair is affected by the drakon's vile polluted magic, which creates one or more of the following effects:
- Irradiated storm clouds that pour down acidic rain roam the sky within 5 miles of the drakon's lair, acting according to the drakon's will. Creatures exposed to the rain will not take immediate damage as it only slightly burns organic materials but for inorganic materials it will gradually erode them away. However a creature exposed to this rain must make a DC 16 Constitution saving throw or become affected by radiation sickness from the nuclear waste present in the rain. Creatures affected by radiation poisoning have their constitution score lowered by 1d4 after every long rest and they can no longer regain hit points through any method until they are cured. If a creature's constitution score reaches 0 before they are cured they die. A creature can be cured of radiation sickness by greater restoration or similarly restorative magic of the same level or higher. After being cured the creature's constitution score returns to normal.
- The air with 1 mile of the drakon's lair is filled with a toxic smog that carries the smell of rot and decaying corpses. The first time a creature not resistant or immune to poison damage inhales this smog it must make a DC 19 Constitution saving throw or spend a minute incapacitated as they can't stop coughing and retching from the horrid smell and toxic fumes. A creature incapacitated this way can repeat the saving throw at the end of their turns, ending the effect on a success. A creature that makes the save or has the effect ended on it becomes immune to the smog's effect for 24 hours.
- Water sources within 5 miles of the drakon's lair are supernaturally fouled. Enemies of the drakon that drink such water regurgitate it within minutes.
- The ground with 6 miles of the drakon's lair becomes barren and lifeless, not allowing any plant life to survive. Any plants that were present become twisted and withered in appearance.
If the drakon dies, these effects fade over the course of 1d10 years. The acidic rain continues but no longer acts on the will of the drakon.
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