Medium Dragon, Chaotic Neutral
Armor Class 18 natural armor
Hit Points 64 (152d10 + 16)
Speed 30 ft., swim 50 ft.
STR
21 (+5)
DEX
10 (+0)
CON
19 (+4)
INT
15 (+2)
WIS
13 (+1)
CHA
17 (+3)
Saving Throws DEX +4, CON +8, WIS +5, CHA +7
Skills Perception +9, Stealth +4
Damage Vulnerabilities Fire
Damage Immunities Cold
Condition Immunities Grappled, Restrained
Senses Blindsight 30ft, Darkvision 120 ft, Tremorsense 30ft, Passive Perception 19
Languages --
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Shape Shift. 

Amphibious. The dragon can breathe air and water.

Siege Monster. The dragon deals double damage to objects and structures.

 

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) cold damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Tidal Breath (Recharge 5-6). The dragon exhales a crushing wave of frigid seawater in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failure, the target takes 27 (5d10) bludgeoning damage and 27 (5d10) cold damage, and is pushed 30 feet away from the dragon and knocked Prone. On a successful save the creature takes half as much damage and isn’t pushed or knocked prone.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

A Water Dragon lives in dark depths, usually a sunken rift or a cavern filled with detritus, treasure, and carcasses of animals it's eaten. They lay their eggs in nests underneath kelp, then leave. The wyrmlings grow together until they reach of age to go on their own. They are solitary until they find a mate.

Lair Action

On initiative count 20 (losing initiative ties), the Water Dragon takes a lair action to cause one of the following magical effects:

  • A strong current moves through the dragon’s lair. Each creature within 60 feet of the dragon must succeed on a DC 23 Strength saving throw or be pushed up to 60 feet away from the dragon. On a success, the creature is pushed 10 feet away from the dragon.
  • Creatures in the water within 60 feet of the dragon have vulnerability to lightning damage until initiative count 20 on the next round.
  • The water in the dragon's lair becomes electrically charged. All creatures within 120 feet of the dragon must succeed on a DC 23 Constitution saving throw, taking 10 (3d6) lightning damage on a failed save, or half as much damage on a successful one.

Regional Effects

  • The dragon can alter the weather at will in a 6-mile radius centered on its lair. The effect is identical to the control weather spell.
  • Water elementals coalesce within 6 miles of the lair. These elementals can’t leave the water and have Intelligence and Charisma scores of 1 (−5).
  • Aquatic creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are charmed by the dragon and aggressive toward intruders in the area.

If the water dragon dies, these effects fade immediately.

Previous Versions

Name Date Modified Views Adds Version Actions
1/24/2020 4:25:13 PM
342
7
--
Coming Soon

Habitat: CoastalUnderwater

NemiNo21

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