Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Magic Weapons. The dragon's attacks are considered magical.
Poisonous Blood. When the dragon takes damage of any type but psychic, each creature within 5 feet of the dragon takes 11 (3d6) poison damage.
Siege Monster. The dragon deals double damage to objects and structures.
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: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 11 (3d6) poison damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 8) slashing damage.
Tail Stinger. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 15 (2d6 + 8) piercing damage. The target must make a DC 20 Constitution saving throw or take 35 (10d6) poison damage, half damage on a successful saving throw.
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 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 the dragon's Frightful Presence for the next 24 hours.
Poisonous Tar (Recharge 5–6). The dragon spits poisonous tar in a line 90 feet long and 10 feet wide. Each creature in that area must make a DC 23 Dexterity saving throw or take 77 (22d6) poison damage, half as much damage on a successful saving throw.
The tar stays on the ground until the start of the dragons next turn making it difficult terrain for all creatures except for the dragon.
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 (Cost 1 Action). The dragon makes a Wisdom (Perception) check.
Tail Attack (Cost 1 Action). The dragon makes a tail stinger attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying 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:
1. Poisonous gas form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud or enters it for the first time on their turn must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its next turn.
2. A 40-foot square area of ground within 120 feet of the dragon becomes slimy. When the area appears all creatures in the effects area must succeed on a DC 15 Dexterity saving throw or fall prone. Additionally, that area is difficult terrain until initiative count 20 on the next round.
3. The dragon can choose a creature it can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a pocket plane. While there, the creature can repeat the saving throw as an action on its turn, ending the effect on itself on a success. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.
Toxic Body. When the dragon dies its body poisons an area 120 foot radius around it for 3d10 days, casing the following effects:
All plant creatures or a magical plants in the area of effect take 3 (1d6) poison damage at the start of their turns while in the radius. Any nonmagical plant that isn't a creature in the area of effect, such as a tree or shrub, withers and dies.
Water sources become brackish and bitter, any creature that drinks the water must succeed on a DC 20 Constitution saving throw of be poisoned.
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