Huge Dragon, Typically Chaotic Evil
Armor Class 18
Hit Points 243 (18d12 + 126)
Speed 60 ft., Climb 60 ft., Swim 80 ft.
STR
25 (+7)
DEX
14 (+2)
CON
24 (+7)
INT
16 (+3)
WIS
13 (+1)
CHA
16 (+3)
Saving Throws STR +13, DEX +8, CON +13
Skills Perception +8
Damage Resistances Bludgeoning, Piercing, and Slashing from Mundane Attacks
Damage Immunities Cold
Condition Immunities Blinded, Charmed, Grappled, Prone, Restrained
Senses Blindsight 60, Darkvision 120, Tremorsense 60, Passive Perception 18
Languages Draconic
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Conductive. This creature when struck by lightning or thunder damage this creature then for its next attacks will deal an additional 2d6 of the damage type it was hit with. all creatures that hit it afterwards as well before it's next attacks and it wears off creatures touching or adjacent to this creature will take 2d6 damage of the specific type. this also affects breath weapon and both supercharged and heated water can work at the same time to deal fire and whatever thunder or lightning type of damage.

Boiler. This creature can heat the water within that it uses as it's breath weapon to an extremely hot degree and gives off a heat radius that creatures nearby within two squares will take 3d4 fire damage and when using its breath weapon it will deal that damage as well. this creature can only do this 2/day and the heat only lasts (effecting the breath as well) lasts for 3 rounds.

Waterfarer. This creature gains resistance to ALL types of damage when fully submersed in water for a full round, and lasts until it isn't fully submerged.

Spellcasting. This creature can cast 3 1/day spells with these spells prepared at all times. shape water, ray of frost, riptide cone, scalding geyser, ice wall, drowning grasp, tidal wave, water prison, mist form

Actions

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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) 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 19 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 Breath (Recharge 5–6). The dragon exhales water in a 60-foot cone. Each creature in that area must make a DC 11+DEX Dexterity saving throw, taking (14d6) bludgeoning damage on a failed save, and are stunned until their next turn. or half as much damage on a successful one and no condition de-buff.

 
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.

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 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

kalasheer

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