| Mod | Save | ||
|---|---|---|---|
| STR | 28 | +9 | +9 |
| DEX | 14 | +2 | +8 |
| CON | 26 | +8 | +14 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 16 | +3 | +9 |
| CHA | 16 | +3 | +9 |
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Amphibious.
The river dragon can breathe both air and water.
Tidal Presence.
Whenever the dragon enters water, it can choose to create waves. Creatures within 30 ft. must succeed on a DC 21 Strength save or be knocked prone.
Constitution Spellcasting.
The dragon is a 9th-level spellcaster. Its spellcasting ability is Constitution (spell save DC 22, +14 to hit with spell attacks). It can innately cast, requiring no material components:
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At will: shape water, control water
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3/day each: wall of water, tidal wave, ice storm
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1/day each: tsunami, cone of cold
Multiattack. The dragon makes three attacks: one bite, one claw, and one tail.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 36 (4d12 + 9) piercing damage.
Claws. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 27 (3d10 + 9) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 29 (4d8 + 9) bludgeoning damage.
Breath Weapons (Recharge 5–6).
Freezing Torrent. The dragon exhales a pressurized torrent of freezing water in a 90 ft. line that is 15 ft. wide. Each creature in the line must make a DC 22 Dexterity saving throw, taking 90 (20d8) piercing and cold damage on a failed save, or half as much on a success. Medium or smaller creatures that fail are also pushed 60 ft. away and knocked prone.
Crushing Paralysis Breath. The dragon exhales a cone of paralyzing water pressure in a 60 ft. cone. Each creature in the area must succeed on a DC 22 Constitution saving throw or take 54 (12d8) bludgeoning damage and become paralyzed until the end of their next turn, as crushing water locks their muscles. On a success, they take half damage and are not paralyzed.
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.
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Detect. The dragon makes a Wisdom (Perception) check.
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Tail Sweep. The dragon makes a tail attack.
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Water Surge (Costs 2 Actions). The dragon summons a surge of water in a 30 ft. radius within 90 ft. Each creature must succeed on a DC 22 Strength save or be knocked prone and pushed 20 ft.
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Freezing Spray (Costs 3 Actions). The dragon exhales a quick burst of freezing water in a 20 ft. cone. Each creature must make a DC 22 Dexterity save or take 22 (5d8) cold damage.
Description
Lore (Adult River Dragon)
The Adult River Dragon is a force of nature — as much flood and storm as beast. Its massive sail crackles with aquatic energy, its wings spread like waterfalls, and its roar sounds like rushing rapids. When it attacks, it unleashes torrents that rip ships apart, or pressure blasts that paralyze prey before dragging them under.
Unlike chromatics, River Dragons often travel vast distances, roaming coasts and rivers like migrating leviathans. Sailors and villagers alike know their presence not only by floods, but by the sudden explosion of fish populations that herald their coming. Worshiped by some as river gods and feared by others as flood demons, they are both destroyer and bringer of bounty.
Lair and Lair Actions
Lair of the Adult River Dragon
The Drowned Sanctuary
The lair of an Adult River Dragon is a colossal flooded cavern or river delta fortress, shaped by constant currents and the dragon’s elemental might. It is both home and hunting ground: a place of roaring waterfalls, surging tides, and crushing whirlpools.
Sailors whisper that a River Dragon’s lair is never static — the dragon reshapes rivers and coastlines to guard its resting place, ensuring intruders drown long before reaching its heart.
Terrain Features
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Whirlpool Pools. Enormous whirlpools churn within the lair, dragging ships, rafts, or intruders underwater. Escaping requires a DC 20 Strength (Athletics) check each round.
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Flooded Chambers. Vast halls and caverns are submerged up to 40 ft. deep, with jagged rocks and wrecked ships lodged in the walls.
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Air Pockets. Some areas contain bubbles of breathable air in ceilings or alcoves, but these are treacherous — many hide lurking predators or collapsing stone.
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Treasure Shoals. Instead of a neat hoard, the dragon’s treasures are scattered along the riverbed: gold mixed with seashells, pearls, broken ship hulls, and coral growths.
Lair Actions
On initiative count 20 (losing ties), the Adult River Dragon can use one of the following effects:
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Tidal Surge. The dragon summons a sudden wave in a 40 ft. radius. Each enemy in the area must succeed on a DC 22 Strength save or be pushed 40 ft. and knocked prone.
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Drowning Current. The dragon manipulates the water around one creature within 90 ft., forcing it to make a DC 22 Constitution save or begin suffocating as the water crushes its lungs (treated as being grappled by water until the start of the dragon’s next turn).
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Freezing Spray. The dragon causes a section of water in a 30 ft. radius to instantly freeze. Creatures in the area must succeed on a DC 22 Dexterity save or take 22 (5d8) cold damage and be restrained in ice until the start of the dragon’s next turn.
Regional Effects
The land within 6 miles of a River Dragon’s lair is transformed:
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Flooded Valleys. Rivers swell beyond their banks, flooding farmland and villages. Even during droughts, water flows unnaturally strong.
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Phantom Currents. Travelers in boats or swimming may suddenly be dragged by unnatural currents, sometimes carrying them miles off course.
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Roaring Waters. Waterfalls and rapids are far louder than natural, carrying echoes of the dragon’s voice.
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Frozen Spray. Mist and spray from rivers freeze on nearby surfaces, creating dangerous slick stone even in warm climates.
If the dragon dies, these effects recede slowly over 1d10 years, leaving behind drowned ruins, dried riverbeds, and stories of the flood demon that once ruled them.
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