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.
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.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Swallow. The dragon makes one bite attack against a Large or smaller creature it can reach. If the attack hits, the target takes the bite's damage, the target is swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the dragon, and it takes 42 (12d6) acid damage at the start of each of the dragon's turns.
If the dragon takes 50 damage or more on a single turn from a creature inside it, the dragon must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the dragon. If the dragon dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.
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 19 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.
Sonic Roar (Recharge 5–6). The dragon roars a thunderous force in a 60-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, on a failed save taking 67 (15d8) thunder damage, gets thrown 10 feet away from the dragon, and getting knocked prone. On a successful save the creature takes half the damage, is not pushed back, and is not knocked prone.
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 15 feet of the dragon must succeed on a DC 23 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:
- The ground starts to shake in a 20-foot-radius circle centered on a point the dragon chooses within 120 feet of it. All creatures starting their turn within the affected area must succeed on a DC 15 Dexterity saving throw or be knocked prone. If a creature is prone within the affected area, it must succeed on a DC 15 Dexterity check in order to stand. The area is considered difficult terrain. This effect lasts until the dragon dismisses it as an action, uses this lair action again, or dies.
- A pulsing soundwave fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The wave spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. Any creature in the affected area when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) thunder damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the area takes 10 (3d6) thunder damage.
- Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Regional Effects
The region containing a Chordus' lair is warped by the dragon’s magic, which creates one or more of the following effects:
- The land within 6 miles of the lair is prone to earthquakes and avalanches, and takes twice as long to safely navigate.
- Within 1 mile of the lair, enemies of the dragon experience a strange ringing in their ears. Affected creatures have a difficult time resting, and do not gain benefits from rests. Attempting a long rest will instead increase the creature's exhaustion level by 1.
If the dragon dies, the effects fade over 1d10 days.
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