Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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: +12 to hit, reach 10 ft., one target. Hit: (2d10 + 7) piercing damage
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: (2d8 + 7) bludgeoning damage.
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 17 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.
Aquatic Breath (Recharge 5–6). The dragon exhales a water current in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking (12d10) bludgoning damage on a failed save, or half as much damage on a successful one.
Tidal Wave. if in a large body of water (lake, ocean, deep river) the dragon can create a set of 3 tidal waves, 20 feet wide by 15 feet tall, that move 60 feet over water and 30 feet upon landfall (for every foot above 60 the waves move over water, that much is removed from their landfall distance. a maximum of 90). Any creature caught by the waves must make a DC 17 Dexterity saving throw, taking (2d10) per wave Bludgeoning damage on a failed save and get knocked back 15 feet, or half as much damage on a sucessfull one with no pushback.
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. 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 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Lair and Lair Actions
Aqua dragons make their lairs in wet places, using their aqua breath and their swimming ability to seek out underwater or oceanside caverns and tunnels.
Rough waters, high waves, and quick currents rage around a legendary aqua dragon’s lair, and narrow tubes lined with moss ventilate the lair. the first line of defense this dragon usually has is the strong ripcurents that can drag down people, creatures, rafts, and even small ships
An aqua dragon will flood any open caverns that make up its lair if that lair is invaded, and will cause strong currents to push out anything inside of the already waterlogged areas. The dragon then swims out through an open waterway, leaving its attackers to be drowned or pushed out. When it returns later, it collects its possessions — along with the wealth of any dead intruders.
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:
- Water floods in from one opening that is within 120 feet of the dragon. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone into a nearby pool. A flushed creature can take an action to make a DC 10 Strength check, swimming against the current on a success and restrained and unable to breathe. on a failure
- A cloud of mist swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The mist spreads around corners. Each creature in the mist must succeed on a DC 15 Constitution saving throw or be blinded 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.
- water jets, forming a 5-foot-wide line between two of the lair’s openings that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage.
Regional Effects
The region containing a legendary aqua dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- rought waters and ripcurrents rage within 6 miles of the lair.
- water spouts scour the land and water within 6 miles of the lair. A water weird has the statistics of an water elemental, it has a speed of 50 feet, and has an Intelligence and Charisma of 1 (−5).
- Hidden ripcurrents form in and around the dragon’s lair. A ripcurrent can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to swim into the ripcurrent must succeed on a DC 15 Dexterity saving throw or be carried underwater 1d6 + 5 by the current.
If the dragon dies, the water weirds disappear immediately, and the water spouts abate within 1d10 days. Any ripcurrents remain where they are.
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