Fire Absorption. Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Steam Reactors. Whenever the dragon takes heals 20 or more hit points from Fire Absorption, its Steam Breath weapon recharges. If its Steam Breath weapon is already charged, than the damage increases by 4d8, and an additional d8 for every extra 5 points of healing received by this method.
Immutable Form. The dragon is immune to any spell or effect that would alter its form.
Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.
Magic Weapons. The dragons's weapon attacks are magical.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Heavy Plating. The dragon has disadvantage on Dexterity Stealth checks that rely on sound.
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: +12 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) 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 18 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.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in an 60-foot cone.. Each creature in that cone must make a DC 19 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.
Sleep Breath. The dragon exhales yellow lightning in a 60-foot cone. Each creature in that area must succeed on a DC 19 Constitution saving throw or become stunned for 1 minute as the lightning causes them to twitch and convulse uncontrollably. An effected creature can re-roll its saving throw at the end of each of its turns.
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 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.
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