Magic Resistance. has advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/Day)
Frightful Presence. Each creature of the within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if it is within line of sight, 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 Frightful Presence for the next 24 hours.
Regeneration. regains 10 hit points at the start of its turn if it has at least 1 hit point.
Undead Fortitude. If damage reduces to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant . On a success 1 hit point instead.
Magic Weapons. weapon attacks are magical.
Immutable Form. is immune to any spell or effect that would alter its form.
Reactive. can take one reaction on every turn in a combat.
Multiattack 4. Two with its Sting and two with its Arm Spike . Alternatively, it makes two attacks with its pincers and casts one spell.
Sting. Melee Weapon Attack: +18 to hit, reach 5 ft., one creature. (2d10 + 10) piercing damage, and the target must make a DC 18 Constitution saving throw, taking (4d10) posion damage on a failed save, or half as much damage on a successful one.
Arm Spike. Ranged Weapon Attack: +18 to hit, range 100/200 ft., one target. (3d8 + 10) piercing damage.
Panic Blast- When reduced to 1/2 max HPs, action is automatically recharged.
Legendary Actions 3.
Corrupting Bite (Cost 2) (5-6). Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) piercing damage. The target must succeed on a DC 23 Constitution saving throw or take 22 (4d6 + 8) necrotic damage and become corrupted for 1 minute.
A corrupted creature’s flesh twists in alien ways. The creature has disadvantage on attack rolls, its speed is reduced by half, and if it tries to cast a spell, it must first succeed on a DC 15 Intelligence check or the spell fails and is wasted. The corrupted creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Devour Intellect.(Cost 2) targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC 14 Intelligence saving throw against this magic or take 20 (4d10) psychic damage. Also on a failure, roll 4d6: If the total equals or exceeds the target’s Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence.
Revitalize (Costs 1 Actions) ( Recharge 19-20 ). It regains 52 (5d20) hit points.
Shadow Breath (Recharge 5–6) (Costs 1). exhales shadowy fire in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 56 (16d6) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under its control.
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