Dragon, Sea, Ancient

Family: Dragon - Sea

Gargantuan dragon, neutral evil

Armor Class 22 (natural armor)
Hit Points 481 (26d20 + 208)
Speed 40 ft., fly 80 ft., swim 80 ft.

STR DEX CON INT WIS CHA
29 (+9) 10 (+0) 27 (+8) 19 (+4) 17 (+3) 21 (+5)

Saving Throws Dex +7, Con +15, Wis +10, Cha +12
Skills Perception +17, Stealth +7
Damage Immunities cold
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
Languages Common, Draconic, Infernal, Primordial
Challenge 22 (41,000 XP)

Special Traits

  • 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.
  • Siege Monster. The dragon deals double damage to objects and structures.

Actions

  • 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: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) cold damage.
  • Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
  • Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) 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 20 Wisdom saving throw or become frightened for 1 minute. A creature repeats 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.
  • Tidal Breath (Recharge 5-6). The dragon exhales a crushing wave of frigid seawater in a 90-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw. On a failure, the target takes 44 (8d10) bludgeoning damage and 44 (8d10) cold damage, and is pushed 30 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn’t pushed or knocked prone.

Legendary Actions

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 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then move up to half its flying speed, or swim speed if in the water.
Section 15: Copyright Notice

Tome of Beasts. Copyright 2016, Open Design; Authors Chris Harris, Dan Dillon, Rodrigo Garcia Carmona, and Wolfgang Baur.