Dragon, Sea, Adult

Family: Dragon - Sea

Huge dragon, neutral evil

Armor Class 19 (natural armor)
Hit Points 225 (18d12 + 108)
Speed 40 ft., fly 80 ft., swim 60 ft.

STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 23 (+6) 17 (+3) 15 (+2) 19 (+4)

Saving Throws Dex +5, Con +11, Wis +7, Cha +9
Skills Perception +12, Stealth +5
Damage Immunities cold
Senses blindsight 60 ft. darkvision 120 ft. passive Perception 22
Languages Common, Draconic
Challenge 16 (15,000 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: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) cold damage.
  • Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
  • Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (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 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 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw. On a failure, the target takes 33 (6d10) bludgeoning damage and 33 (6d10) 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 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then move up to half its flying speed, or half its 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.