Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon can use its Magnificent Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 8) piercing damage plus (4d8) force damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Magnificent 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 Stunned 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 Magnificent Presence for the next 24 hours.
Magic Barrage (Recharge Once/Day). The Dragon Conjures a Barrage of magic missiles Each Creature of the dragons choice in 120ft must make a DC 20 Dexterity saving throw, Taking 60 (25d4) Force Damage on a failed save, or half as much on a successful save, or if you cast any spell that blocks the magic missile spell you take no damage.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Magical Breath. The dragon exhales a Magically infused blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 58 (13d8) Force damage on a failed save, or half as much damage on a successful one.
Captivating Breath. The dragon exhales a White gas in a 30-foot cone. Each creature in that area must succeed on a DC 22 Wisdom saving throw or be Charmed If under the Hypnotic Pattern 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.
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.
Innate Spell Casting: Its Spell Casting Ability is Intelligence (spell save DC 20, + 13 to hit with its spell attacks)
At will: Dancing Lights, 3rd Level Magic Missile.
1/Day each: Arcane Hand, Hypnotic Pattern, Mirror Image.
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.
Magic Missile. The dragon casts a 3rd level Magic Missile At will
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 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Lair and Lair Actions
Arcane Dragon’s Lair
Arcane dragons dwell in locations with strong connections to the weave of magic, making their lairs in City's or lost ruins. Arcane dragons covet places where great wizards or Sorcerers use to live due to the overwhelming Magical force that usually accompany such a place. Gold and coin is very rare here as Arcane dragons are always on the hunt for new magical items
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- Wall of Force. The dragon creates a wall of force as if it had cast the Wall of force spell. The wall lasts until initiative count 20 on the next round.
- Magical Whirlwind. Magic swirls through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 16 Intelligence saving throw or take 10 (4d10) Force damage.
- Magical Catalyst. Magic in the area shifts to favors the dragon when any spellcaster (except the Dragon itself) tries to cast a spell while the effect is on must make a DC 13 Intelligence check or the spell will back fire on the caster in what ever manner the dragon sees fit (Such as reflecting a disintegration ray back at the caster or if helpful spells are cast like haste the dragon can steal it and use it as if it had cast the spell if a concentration spell the dragon will have to concentrate)
Regional Effects
The region containing a legendary Arcane dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects.
- Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
- Within 1 mile of the lair, Magic is Warped evil creatures that Cast spell will find there magic going wild and must roll on the Wild Magic Table.
- Given days or longer to work, the dragon can Use magic to create Structures and defenses.
- If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.
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