Amphibious. The dragon can breathe air and water.
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: +3 to hit, reach 10 ft., one target. Hit: 13 (2d4 + 1) piercing damage
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 13 (2d6) slashing damage.
Tail. Melee Weapon Attack: +3 to hit, reach 15 ft., one target. Hit: 13 (1d6 + 2) bludgeoning damage.
Sneaking presence. You must use your passive peception to be able to see it before it engages
Ice Breath once a long rest.The dragon exhales ice in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking (4d6) freezing damage on a failed save, or half as much damage on a successful one.
The dragon can take 1 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 12 check.
Tail Attack. The dragon makes a tail attack.
Wing Attack. The dragon beats its wings. Each creature within 10 feet of the dragon ' succeed on a DC 15 Dexterity saving throw or take (2d6 + 2) bludgeoning damage and be knocked [/condition]prone[/condition]. The dragon can then fly up to half its flying speed.
Description
The Adult Sunken Dragon has scales that can range from dark purple to light green, mainly dark blue. It has glowing white eyes, webbed paws and arms, legs and has fins lining its body making it the ideal swimmer.
Lair and Lair Actions
Adult sunken dragons dwell in underwater layers. A Adult Sunken dragon’s lair is a dismal cave, grotto, or ruin that is flooded, where the dragon rests, and where its victims can ferment. The lair is littered with the fRosen body’s and the fly-ridden carcasses of fresh kills, watched over by crumbling statues and snakes infest the lair.
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:
- The water that the dragon can see within 20 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water.
- The water becomes murky from a chosen point in a 120ft radius, all perception checks done other than the dragons have disadvantage
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