Sea Dragon


Basic Stats

  • Size/Type: Large Dragon
  • Alignment: Neutral
  • Armor Class: 19 (natural armor)
  • Hit Points: 200 (16d10 + 112)
  • Speed: 40 ft., swim 90 ft.

Ability Scores

  • Strength: 22 (+6)
  • Dexterity: 16 (+3)
  • Constitution: 24 (+7)
  • Intelligence: 14 (+2)
  • Wisdom: 15 (+2)
  • Charisma: 18 (+4)

Saving Throws

  • Dexterity: +8
  • Constitution: +12
  • Wisdom: +7
  • Charisma: +9

Skills

  • Perception: +12
  • Stealth: +8

Damage Immunities

  • Cold
  • Poison

Senses

  • Darkvision 120 ft., Blindsight 60 ft., Passive Perception 22

Languages

  • Common, Draconic, Primordial

Challenge Rating

  • 16 (15,000 XP)

Traits

  • Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead.
  • Amphibious: The dragon can breathe air and water.

Actions

  • Multiattack: The dragon makes three attacks: one with its bite and two with its claws.
  • Bite: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 10 (3d6) bludgeoning damage.
  • Claw: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
  • Tail: Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
  • Tidal Wave Breath (Recharge 5-6): The dragon exhales a powerful tidal wave in a 60-foot cone. Each creature in that area must make a DC 19 Strength saving throw, taking 56 (16d6) bludgeoning damage and being knocked prone or pushed 20 feet away (dragon’s choice) on a failed save, or half as much damage and not knocked prone or pushed on a successful one.
  • Water Jet: The dragon releases a jet of water in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 21 (6d6) bludgeoning damage on a failed save, or half as much on a successful one, and being pushed 10 feet away.

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.
  • Swim Surge (Costs 2 Actions): The dragon moves up to half its swimming speed without provoking opportunity attacks.

Special Abilities

  • Oceanic Grace: The dragon has advantage on Dexterity (Acrobatics) checks and saving throws while underwater, and its swim speed increases by 10 ft. when moving with a current.
  • Tidal Resilience: The dragon has resistance to bludgeoning damage from nonmagical attacks while submerged in water.

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Posted by avachyle