Large Dragon, Chaotic Neutral
Armor Class 19 natural armor
Hit Points 108 (225d12 + 18)
Speed 60 ft., Walk 30 ft.
STR
25 (+7)
DEX
10 (+0)
CON
23 (+6)
INT
17 (+3)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws DEX +5, CON +11, WIS +7, CHA +9
Damage Vulnerabilities Fire
Damage Immunities Cold, Lightning, Poison
Condition Immunities Grappled, Restrained
Senses Darkvision 120 ft, Tremorsense 60 ft, Passive Perception 19
Languages --
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Shape Shift. Water dragons are able to change size in order to eat multiple types of animals. They can get as small as a shrimp and as large as a blue whale

Amphibious. The dragon can breathe air and water.

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

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: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) cold damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) 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 17 Wisdom saving throw or become Frightened for 1 minute. A creature repeats 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.

Tidal Breath (Recharge 5-6). The dragon exhales a crushing wave of frigid seawater in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw. On a failure, the target takes 33 (6d10) bludgeoning damage and 33 (6d10) 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

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.

Electric Shock. The dragon can muster eel like electricity to erupt from its body, range of 15 ft. Each creature in that are must make a DC 15 Constitution saving throw. On a failure, the target takes 22 (2d10) shock damage and is Stunned. On a successful save the creature takes half as much damage and isn't stunned.

Description

Adult Water Dragons are easily spotted due to their white, nearly translucent, scaled skin; snake like body; fin like attachments to their arms; and beta-fish like dorsal fin that flows from the base of their skull to their tail. They  have catfish like whiskers and large black eyes.

 

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 4:26:34 PM
2304
16
--
Coming Soon

Monster Tags: NPCShapechanger

Habitat: CoastalUnderwater

NemiNo21

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