Amphibious. Coketomillon can breathe air and water.
Legendary Resistance (3/Day). If Coketomillon fails a saving throw, it can choose to succeed instead.
Multiattack. Coketomillon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) poison damage and 7(2d6) radiation damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage. The target must make a DC 19 Dexterity Saving Throw or be knocked 10' back and put prone.
Frightful Presence. Each creature of Coketomillon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 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 Coketomillon's Frightful Presence for the next 24 hours.
Poison Breath (Recharge 5–6). Coketomillon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 35 (10d6) poison damage and 35(10d6) radiation damage on a failed save, or half as much damage on a successful one.
Coketomillon 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. Coketomillon regains spent legendary actions at the start of its turn.
Hide. Coketomillon can take the Hide action.
Tail Attack. Coketomillon makes a tail attack.
Speed Burst (Costs 2 Actions). Coketomillon bursts into lightning fast speed. Each creature within 10 feet of Coketomillon must succeed on a DC 19 Dexterity saving throw or take 19 (2d10 + 8) bludgeoning damage and be knocked prone. Coketomillon can then move up to half its speed.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
- Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 17 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 17 Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.
- Summon a ochre-jelly and throw it up to 60' from the pool of radiation in the lair.
- Radiated fog billows 15ft around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 17 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round.
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