Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon can use its Charming Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. If the Cat-Dragon hits a medium or smaller creature with its Tail attack, they must succeed on a DC 19 strength save or be grappled.
Charming Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it is overcome with the urge to scratch the dragon's chin, bring it food, and bring it toys they must succeed on a DC 19 Wisdom saving throw or become charmed for 1 minute. The charmed creature must spend at least one hour per day pampering the dragon. A creature can repeat the saving throw whenever the dragon acts aggressively toward it, as well as once a month, 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 5–6). The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
Cat Breath. The dragon exhales stench in a 90-foot cone. Each creature in the area must make a DC 22 Constitution saving throw. On a failed save, the creature is overcome by the smell. They cannot take an action on their next turn and have disadvantage on attack rolls and saving throws for I minute.
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.
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 23 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
A Cat-Dragon’s Lair
Cat dragons dwell in mansions and large, secluded buildings. False walls in the lairs hide secret antechambers where the dragon stores valuable ores, art objects, and other oddities it has collected over its lifetime. The dragon has a number of devoted "caretakers" who secretly bring the dragon food, treasure, and petting. When a caretaker frees themselves from the charming, they rarely mention the dragon. After all who would believe they were seduced by a gargantuan cat with wings.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- The dragon chooses a point on the ground that it can see within 120 feet of it. A circular 20-foot radius 6-foot tall fence appears centered on that point. The wall takes a successful DC 15 acrobatics check to climb and lasts until the dragon uses this lair action again or until the dragon dies.
- The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20.
Regional Effects
The region containing a legendary cat dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Magic carvings of the dragon’s smiling visage can be seen worked into stone terrain and objects within 6 miles of the dragon’s lair.
- Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic and Common while within 1 mile of the dragon’s lair. These creatures speak well of the dragon, attempting to convince anyone who wanders by to pay the dragon a visit but can’t divulge its whereabouts.
- Intelligent creatures within 1 mile of the dragon’s lair are prone to fits of giggling. Even serious matters suddenly seem amusing.
If the dragon dies, the magic carvings fade over the course of 1d10 days. The other effects end immediately.
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