Ice Walk. The Dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Legendary Resistance (3/day). If the dragon fails on a saving throw, it can choose to succeed instead.
Mask of the water. The dragon is invisible while fully immersed in water. Additionally, the dragon gets an advantage on stealth attacks around or near water. The dragon also gets an advantage when trying to hide in snowy or rainy conditions.
Liquid Form. The dragon can change to its liquid water form. The dragon's AC will increase to 22, while this lasts (until the creature willingly turns back or hits 0 hitpoints). The Dragon also doesn't need food, water, or sleep in this form.
Spellcasting. The Ancient Elemental Water Dragon is a 4th-level spellcaster. Its spellcasting ability is 15 (spell save DC 14, +4 to hit with spell attacks). The Ancient Elemental Water dragon has the following Sorceror spells prepared:
Cantrips (at will): Ray of Frost, Mending
1st level (4 slots): Shield, Detect magic 2nd level (3 slots): Misty Step, Alter Self, Mirror Image 3rd level (3 slots): Counterspell, Gaseous Form, Sleet Storm 4th level (2 slots): Banishment, Control Water
Multiattack. The dragon uses its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Atack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10+8) piercing damage plus 9 (2d8) cold damage.
Claw. Melee weapon attack: +14 to hit, reach 10 ft., two targets. Hit: 15 (2d6+8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8+8) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for one 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.
Constrict. Melee Weapon Attack: +8 to hit, reach 15 ft., one creature. Hit: 13 (3d6+4) bludgeoning damage. If the target is Medium or Smaller it is grappled (escape DC 14) and pulled 5 ft. toward the Dragon. Until this ends, the target is restrained, can't breathe unless it able to breathe water, and the Dragon can't constrict another target until the current target is released.
Reaction Name. Enter the description for your action.
The dragon can take three legendary actions, choosing from the options below. Only one legendary action 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 20 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Whelm (recharge 3). The dragon uses its Liquid Form. Each creature in the elemental's space must make a DC 16 Strength saving throw. On a failure, a target takes 13 (2d8+4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 15). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the dragon's space. The Dragon can grapple two Large creature's at a time with this ability. At the start of the dragon's turn, each grappled target takes 13 (2d8+8) damage. As an action, a creature within 5 ft.of the dragon can pull a creature or object out by succeeding in a DC 15 Strength check.
Cold Breathe. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.
Description
Elemental Water Dragons
Lair and Lair Actions
Ancient Elemental(water) dragons lair in dark wet caves and deep subterranean chambers. They favor either mountainous caves or dwellings near large bodies of water. The dragon enjoys resting on icy shelves and cliffs, along with lakes and oceans. The dragon can detect someone in its lair just by the shift in the breeze.
Lair Actions
On initiative count #20(losing initiative ties), the Elemental (water) dragon takes a lair action to cause one of the following effects; the Elemental Water Dragon can’t use the same effect two rounds in a row:
- Freezing fog fills a 20 ft. radius centered on a point the dragon can see within 120 ft. of it. The fog spreads around corners, and its area is heavily obscured. Each of the creatures in the fog when it appears must make a DC 12 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies.
- Jagged Ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 ft. of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage
- The dragon creates an opaque wall of ice on a solid surface it can see within 120 ft. of it. The wall can be up to 30 ft. long, 30 ft. high, and 1 ft. thick. When the wall appears, each creature within its area is pushed 5 ft. out of the wall's space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, water, and psychic damage. The wall disappears when the dragon uses the lair action again or when the dragon dies.
- A raging flash flood begins at a point within the dragon's sight. The flood continues toward any creature(s) the dragon wants and continues for another 300 ft. before disappearing. Any creature within the flood's range must make a DC 18 Strength saving throw. On a failure, the creature takes 16 (3d8) bludgeoning damage, and half as much on a success. The dragon cannot be harmed by this effect.
Regional Effects
The region containing a legendary Elemental (water) Dragon's lair is wrapped by the dragon's magic, which creates one or more of the following effects:
- The area within 7 miles of the lair is obscured by a light fog.
- Precipitation falls within six miles of the lair, this can form heavily obscured conditions especially when the dragon is at rest.
- The dragon's lair is filled with small bodies of water(sometimes waterfalls) and sometimes large ice walls. Any wall made of ice is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to water, acid, cold, necrotic, poison, and psychic damage. If the dragon wishes to move through a wall, it can do so without slowing down. However, that portion of the wall is destroyed.
If the Elemental (water) dragon dies, these effects fade over the course of 1d10 days.
Comments