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Adult Sea Dragon

Huge Dragon Neutral Evil

  • Armor Class: 19 (natural armor)
  • Hit Points: 275 (22d12 + 132)
  • Speed: walk 60 ft. fly 40 ft.
  • Challenge Rating: 18 (20,000 XP)
  • Source: Tome of Beasts 2023, page 126
STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 23 (+6) 17 (+3) 15 (+2) 19 (+4)
  • Saving Throws: Dex +6, Con +12, Wis +8, Cha +10
  • Skills: Perception +14, Stealth +6
  • Damage Vulnerabilities: False
  • Damage Immunities: cold
  • Damage Resistances: False
  • Condition Immunities: False
  • Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 24
  • Languages: Common, Draconic, Primordial

Special Abilities

  • 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 uses its Frightful Presence. It then makes one Bite attack and two Fin attacks.
  • Bite: Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 10 (3d6) cold damage.
  • Fin: Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
  • Tail: Melee Weapon Attack: +13 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 18 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.
  • 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 20 Dexterity saving throw. On a failure, the creature takes 33 (6d10) bludgeoning damage and 33 (6d10) cold damage and is pushed up to 30 feet away from the dragon and knocked prone. On a success, the creature takes half the damage and isn't pushed or 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 creatures turn. The dragon regains spent legendary actions at the start of its turn.

Legendary Actions

  • 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 10 feet of the dragon must succeed on a DC 21 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 swimming speed if in the water.