Young River Dragon

Large Dragon. CR 9, AC 17, 142 HP. Traits: Amphibious, Flowing Grace, Shimmering Scales, Essence Link, Innate Spellcasting.

Armor class
17
Hit points
142
Challenge
9
Creature type
Dragon
Size
Large

Stat block

Cha
12
Con
14
Dex
16
Int
12
Str
14
Wis
16
Speed
Fly: 80; Swim: 80; Walk: 60
Senses
darkvision 120 ft., tremorsense 120 ft. (only detects vibrations in water), passive Perception 17
Skills
Nature: 5; Insight: 7; Stealth: 7; Deception: 5; Acrobatics: 6; Perception: 7
Actions
  • Multiattack. The dragon attacks once with its bite and twice with its claws.
  • Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 19 (3d10 + 3) piercing damage.
  • Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
  • Torrential Breath (Recharge 5-6). The dragon exhales water in a 30-foot-long 5-foot-wide line. Each creature in the area makes a DC 14 Dexterity saving throw taking 42 (12d6) bludgeoning damage on a failed save or half damage on a success.
Languages
Aquan, Common, Draconic
Saving throws
Wisdom: 7; Charisma: 5; Dexterity: 7; Constitution: 6; Intelligence: 5
Special abilities
  • Amphibious. The dragon can breathe air and water.
  • Flowing Grace. The dragon doesnt provoke opportunity attacks when it flies or swims out of an enemys reach.
  • Shimmering Scales. While in water, the dragon gains three-quarters cover from attacks made by creatures more than 30 feet away.
  • Essence Link. The essence dragon is spiritually linked to a specific area or landmark. The dragon gains no benefit from a long rest when more than 1 mile away from its linked area. If the dragon dies, the area it is linked to loses its vital essence until it forms a new essence dragon, which can take centuries. When a creature first enters an area that has lost its vital essence in this way, they gain a level of fatigue and a level of strife. This fatigue and strife can be removed only by completing a long rest outside the area.
  • Innate Spellcasting. The dragons spellcasting ability is Charisma (save DC 13). It can innately cast the following spells, requiring no material components. 3/day each:create or destroy water, fog cloud
Damage resistances
damage from nonmagical weapons
Condition immunities
fatigue

Source and licence

From A5E Monstrous Menagerie.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.