Amphibious. The dragon can breathe air and water.
Legendary Resistance (1/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon can make three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Lightning Bolt Blast Breath (Recharge 2-3). The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.
Dive Bombing: If creature moves at least 50 feet straight down and hits with bite attack or claws attack on the same turn that target must succeed on a Dc of 16 saving throw or be knocked prone . If target is prone the dragon can make another bite or claw attack as bonus.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Echo location: Advantage on perception while in the dark and in hearing .
Night camouflage: Gains an advantage on stealth checks in the dark .
Description
A small, wiry killer of the night, this species of Dragonite has evolved to live in the Amethyst caverns of the Highlands. Their scales, made to model darkened amethyst for camouflage, also work to repel light - aiding in their ability to disappear into the dark. They have long wings, with the wingspan proportionally equaling their body length.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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