Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). The dragon can cast the following spells without any material components:
cantrip: shocking grasp, gust
1st level (1 slot): absorb elements, chromatic orb(lightning only), shield
2nd level (1 slot): earthbind, skywrite
3rd level (1 slot): call lightning, lightning bolt
4th level (1 slot): storm sphere
5th level (1 slot): control winds
6th level (0 slots): chain lightning
7th level (0 slots): whirlwind
8th level (0 slots): earthquake
9th level (0 slots): ravenous void
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 11) piercing damage plus 17 (5d6) lightning damage.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 11) slashing damage plus 14 (4d6) lightning damage..
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 11) bludgeoning damage.
Frightful 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 21 Wisdom saving throw or become frightened 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 Frightful Presence for the next 24 hours.
Lightning Breath (Recharge 5–6). The dragon exhales Lightning in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 98 (28d6) Lightning damage on a failed save, or half as much damage on a successful one.
Draining Breath (Recharge 5–6). The dragon's breath opens up the weave of arcane magic into a beam of raw magical energy. Each creature in line with the beam must make a DC 25 Wisdom saving throw or take 56 (16d6) force damage and lose 1d4 spell slots beginning with lower-level spell slots and working up. The dragon then gains the spell slots lost by the targets at the corresponding levels.
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 25 Dexterity saving throw or take 19 (2d6 + 12) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
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