Tide Dragon

***They're legends at sea. A dorsal fin in the distance, to big to be a shark or a rogue sahuagin. A silhouette in a passing wave. They say its breath could burn a man without fire. -Thun Stormborn, captain of the*** **Tempest*.***

## **Tide Dragon Wyrmling**

*Medium Dragon, Neutral Evil*

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AC: 17 (Natural Armor)

HP: (6d8+)

Speed: walk 30 ft., swim 60 ft., fly 35 ft.

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STR DEX CON INT WIS CHA

18 10 16 10 12 16

+4 +0 +3 +0 +1 +3

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**Saving Throws:** strength (+7), constitution (+6), charisma (+6)

**Damage Immunities:** Cold

**Damage Resistances:** Acid, Fire

**Skills:** Athletics (+7), Intimidation (+6), Stealth (+3)

**Amphibious:** The Tide Dragon can breathe air and water.

**Senses:** Darkvision 120 ft., Passive Perception 1

**Languages:** Draconic

**Challenge:** 3

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ACTIONS:

**Bite:** +7 (1d8+4 piercing)

**Breath Weapons (Recharge 4-6):**

Burning Mist--The dragon launches a stream of pressurized, super heated steam from its mouth in a 20 ft. cone. All creatures in that area must make a dexterity save (DC 18), taking 4d4 points of fire damage on a failed save and taking half as much damage on a success. This damage ignores resistance to fire damage.

Geyser--The dragon unleashes a stream of water from its mouth in a 50 ft. line. All creatures in that area must make a dexterity save (DC 18), taking 3d6 points of bludgeoning damage and falling prone on a failed save and taking half as much damage and maintaining their footing on a success.

## **Young Tide Dragon**

*Large Dragon, Neutral Evil*

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AC: 18 (Natural Armor)

HP: 198 (18d10+90)

Speed: walk 40 ft., swim 80 ft., fly 50 ft.

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STR DEX CON INT WIS CHA

22 10 20 12 13 18

+6 +0 +5 +1 +1 +4

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**Saving Throws:** strength (+12), constitution (+11), charisma (+10)

**Damage Immunities:** Cold

**Damage Resistances:** Acid, Fire

**Skills:** Athletics (+12), Intimidation (+10), Stealth (+6)

**Amphibious:** The Tide Dragon can breathe air and water.

**Senses:** Darkvision 600 ft., Passive Perception 1

**Languages:** Draconic

**Challenge:** 8

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ACTIONS:

**Multiattack:** The Young Tide Dragon makes three attacks, one with its bite, two with its claws.

**Bite:** +12 (2d8+6 piercing)

**Claws:** +12 (2d6+6 slashing)

**Breath Weapons (Recharge 4-6):**

Burning Mist--The dragon launches a stream of pressurized, super heated steam from its mouth in a 20 ft. cone. All creatures in that area must make a dexterity save (DC 18), taking 6d6 points of fire damage on a failed save and taking half as much damage on a success. This damage ignores resistance to fire damage.

Geyser--The dragon unleashes a stream of water from its mouth in a 50 ft. line. All creatures in that area must make a dexterity save (DC 18), taking 4d6 points of bludgeoning damage and falling prone on a failed save and taking half as much damage and maintaining their footing on a success.

## **Adult Tide Dragon**

*Huge Dragon, Neutral Evil*

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AC: 19 (Natural Armor)

HP: 280 (20d12+140)

Speed: walk 45 ft., swim 100 ft., fly 80 ft.

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STR DEX CON INT WIS CHA

26 10 24 12 14 20

+8 +0 +7 +1 +2 +5

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**Saving Throws:** strength (+14), constitution (+13), charisma (+11)

**Damage Immunities:** Cold

**Damage Resistances:** Acid, Fire

**Skills:** Athletics (+14), Intimidation (+11), Stealth (+6)

**Amphibious:** The Tide Dragon can breathe air and water.

**Senses:** Darkvision 1,000 ft., Passive Perception 13

**Languages:** Draconic

**Challenge:** 15

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ACTIONS:

**Multiattack:** The Adult Tide Dragon can use its Frightful Presence. It then makes three attacks, one with its bite and two with its claws.

**Bite:** +14 (2d10+8 piercing)

**Claws:** +14 (2d6+8 slashing)

**Tail:** +14 (2d10+8 bludgeoning)

**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.

**Breath Weapons (Recharge 4-6):**

Burning Mist--The dragon launches a stream of pressurized, super heated steam from its mouth in a 20 ft. cone. All creatures in that area must make a dexterity save (DC 19), taking 8d8 points of fire damage on a failed save and taking half as much damage on a success. This damage ignores resistance to fire damage.

Geyser--The dragon unleashes a stream of water from its mouth in a 50 ft. line. All creatures in that area must make a dexterity save (DC 19), taking 6d6 points of bludgeoning damage and falling prone on a failed save and taking half as much damage and maintaining their footing on a success.

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**Legendary Resistance (3/day):** If the dragon fails a saving throw, it can choose to succeed instead.

**Legendary Actions:** The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

**Change Shape:** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

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SPELLCASTING

While in a humanoid form, the Adult Tide Dragon is a 15th level caster. (DC 19, Spell Attack Bonus +11)

Cantrips: Shape Water, Blade Ward, Acid Splash, Frostbite

1st level slots (4): Armor of Agathys, Create or Destroy Water, Shield, Fog Cloud

2nd level slots (3): Misty Step

3rd level slots (3): Wall of Water, Tidal Wave, Water Walk

4th level slots (3): Control Water, Watery Sphere

5th level slots (2): Maelstrom, Cone of Cold

6th level slots (1): Globe of Invulnerability

7th level slots (1): Project Image

8th level slots (1): Tsunami

## **Ancient Tide Dragon**

*Gargantuan Dragon, Neutral Evil*

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AC: 20 (Natural Armor)

HP: 560 (28d20+252)

Speed: walk 50 ft., swim 120 feet, fly 100 ft.

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STR DEX CON INT WIS CHA

29 10 28 17 16 24

+9 +0 +9 +3 +3 +7

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**Saving Throws:** strength (+17), constitution (+17), charisma (+15)

**Damage Immunities:** Cold

**Damage Resistances:** Acid, Fire

**Skills:** Athletics (+17), Intimidation (+17), Stealth (+8)

**Amphibious:** The Tide Dragon can breathe air and water.

**Senses:** Darkvision 1,000 ft., Passive Perception 13

**Languages:** Draconic

**Challenge:** 23

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ACTIONS:

**Multiattack:** The Ancient Tide Dragon can use its Frightful Presence. It then makes three attacks, one with its bite and two with its claws.

**Bite:** +17 (2d10+9 piercing)

**Claws:** +17 (2d6+9 slashing)

**Tail:** +17 (2d12+9 bludgeoning)

**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 23 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.

**Breath Weapons (Recharge 4-6):**

Burning Mist--The dragon launches a stream of pressurized, super heated steam from its mouth in a 30 ft. cone. All creatures in that area must make a dexterity save (DC 23), taking 10d10 points of fire damage on a failed save and taking half as much damage on a success. This damage ignores resistance to fire damage.

Geyser--The dragon unleashes a stream of water from its mouth in a 60 ft. line. All creatures in that area must make a dexterity save (DC 23), taking 8d8 points of bludgeoning damage and falling prone on a failed save and taking half as much damage and maintaining their footing on a success.

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**Legendary Actions:** The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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 10 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

**Change Shape:** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

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SPELLCASTING

While in a humanoid form, the Ancient Tide Dragon is a 17th level caster. (DC 23, Spell Attack Bonus +15)

Cantrips: Shape Water, Blade Ward, Acid Splash, Frostbite

1st level slots (4): Armor of Agathys, Create or Destroy Water, Shield, Fog Cloud

2nd level slots (3): Misty Step

3rd level slots (3): Wall of Water, Tidal Wave, Water Walk

4th level slots (3): Control Water, Watery Sphere

5th level slots (2): Maelstrom, Cone of Cold

6th level slots (1): Globe of Invulnerability

7th level slots (1): Project Image

8th level slots (1): Tsunami

9th level slots (1): Storm of Vengeance