Huge Dragon, Neutral
AC 19    Initiative +2 (12)
HP 256 (3d8 + 100)
Speed 30 ft., Swim 80 ft.
Mod Save
STR 22 +6 +11
DEX 15 +2 +7
CON 28 +9 +14
Mod Save
INT 10 +0 +0
WIS 12 +1 +1
CHA 13 +1 +1
Skills Athletics +5, Perception +3
Resistances Acid
Immunities Cold; Grappled
Senses Passive Perception 13
Languages None
CR 15 (XP 13,000; PB +5)
Traits

Amphibious

The water dragon can breathe both air and water.

Master of the Tides

The dragon ignores difficult terrain caused by water or ice. Creatures of the dragon's choice treat water within 60 feet as difficult terrain.

Crushing Current

Whenever the dragon deals cold or bludgeoning damage, the target must succeed on a DC 21 Strength saving throw or be pushed up to 20 feet and knocked prone. If the target is swimming, it is instead restrained by magical currents until the end of its next turn.

Aquatic Regeneration

While submerged in water, the dragon regains 15 hit points at the start of each of its turns if it has at least 1 hit point.

Actions

Multiattack

The dragon 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: 20 (2d12 + 7) piercing damage

Claw

Melee Weapon Attack: +12 to hit, reach 5 ft., one target.

Hit: 16 (2d8 + 7) slashing damage.

Tail

Melee Weapon Attack: +12 to hit, reach 15 ft., one target.

Hit: 18 (2d10 + 7) bludgeoning damage, and the target must succeed on a DC 21 Strength saving throw or be knocked prone.

Tidal Breath (Recharge 5–6)

The dragon exhales an immense torrent of magically pressurized water in a 90-foot line that is 10 feet wide.

Each creature in the area must make a DC 15 Dexterity saving throw, taking 72 (16d8) bludgeoning damage plus 18 (4d8) cold damage on a failed save, or half as much on a successful one.

A creature that fails the save is also:

  • Pushed up to 40 feet away from the dragon.
  • Knocked prone.
  • If it collides with a solid object, it takes an additional 10 (3d6) bludgeoning damage.

The affected area becomes difficult terrain until the start of the dragon's next turn.

Whirlpool (Recharge 6)

The dragon creates a magical whirlpool centered on a point it can see within 90 feet. The whirlpool forms a 30-foot-radius cylinder.

Each creature in the area must succeed on a DC 21 Strength saving throw or:

  • Take 27 (6d8) bludgeoning damage.
  • Be pulled to the center.
  • Become restrained by swirling water.

A restrained creature may repeat the saving throw at the end of each of its turns, ending the effect on a success.

The whirlpool lasts for 1 minute, requiring no concentration.

Whirlpool (Recharge 6)

The dragon creates a magical whirlpool centered on a point it can see within 90 feet. The whirlpool forms a 30-foot-radius cylinder.

Each creature in the area must succeed on a DC 15 Strength saving throw or:

  • Take 27 (6d8) bludgeoning damage.
  • Be pulled to the center.
  • Become restrained by swirling water.

A restrained creature may repeat the saving throw at the end of each of its turns, ending the effect on a success.

The whirlpool lasts for 1 minute, requiring no concentration.

Reactions

Flowing Defense

When hit by a ranged weapon attack, the dragon can impose disadvantage on the attack roll by conjuring a wall of rushing water.

Previous Versions

Name Date Modified Views Adds Version Actions
7/1/2026 1:46:37 PM
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0
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Coming Soon
7/3/2026 5:08:07 AM
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1
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Coming Soon
hezekiahpatterson98

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