Amphibious. The dragon can breathe air and water.
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Water Breath. The dragon exhales an watery blast in a 30-foot line that is 5 ft wide. Each creature in that area must make a DC 17 Dexterity saving throw, or take 54 (12d8) bludgeoning damage and be knocked prone.
Scalding Breath. The water dragon exhales scalding steam in a 20-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.
Lair and Lair Actions
A Water Dragon’s Lair
Water dragons dwell among the ruins of the sea, making their lairs in the watery depths that are full of signs that mark a forgotten civilization that were lost to the flood. Though many are comfortable in natural underwater cavern complexes or flooded mines, water dragons covet the lost outposts of humanoid civilization. An abandoned underwater citadel or a remote tower raised by a long-dead wizard is the sort of lair that every water dragon dreams of.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- The dragon creates fog as if it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
- A rainy wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 16 Strength saving throw or be knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.
Regional Effects
The region containing a legendary silver dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects.
- Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
- Within 1 mile of the lair, the sea allows non-evil creatures to functionally become amphibious. Such creatures gain 25 swimming speed and water breathing.
- Within 1/2 mile of the lair, the dragon can cause the water to boil, causing any trespassers to take 3d6 fire damage per turn. The dragon can allow as much people as it wants to prevent such damage.
If the dragon dies, changed sea reverts to normal, as described in the spell, and the other effects fade in 1d10 days.
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