Elemental Water Dragon
Huge elemental, neutral evil
Armor Class
17
Hit Points
310 (27d12 + 135)
Speed
40 ft., fly 60 ft., swim 80 ft.
STR
25 (+7)
DEX
24 (+7)
CON
21 (+5)
INT
16 (+3)
WIS
14 (+2)
CHA
19 (+4)
Damage Immunities
poison
Damage Resistances
acid; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities
exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses
blindsight 60 ft., darkvision 120 ft., passive Perception 24
Saving Throws
Dex +13, Con +11, Wis +8, Cha +10
Skills
Arcana +9, Nature +9, Perception +14, Stealth +13
Languages
Aquan, Common
Challenge
17 (18,000 XP)
Freeze. If the elemental water dragon takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.
Innate Spellcasting. The dragon’s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can cast the following spells, requiring no material components:
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At will: create or destroy water
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3/day: control water
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1/day each: control weather, plane shift
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 make three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.
Claw. 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.
Steam Breath (Recharge 5–6). The dragon exhales a 60-foot cone of superheated steam that spreads around corners. Creatures within the area must make DC 19 Dexterity saving throws, taking 63 (18d6) fire damage on a failed saving throw, or half as much on a successful one. Being underwater does not provide resistance to this effect.
Bonus Actions
Drench. The elemental water dragon can extinguish any one nonmagical flame or one magical flame created by a 5th level or lower spell it can see within 15 feet of it.
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 19 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.