Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Prismatic Defense. When the dragon takes elemental damage of any kind (i.e Acid, Fire, Cold, Lightning, Thunder, or Poison) it takes on the traits of that damage type. The current elemental type of the dragon affects the damage of the dragons bite and Breath Weapon. The Dragon also gain Immunity to its current elemental type until it takes damage from another element and changes type. The dragons gain an internal glow that shows through its gem like scales depending on the element it is currently in tune with. Red for Fire, Orange for Acid, Yellow for Lightning, Green for poison, and Blue for Cold.
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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 16 (6d6) elemental damage of its current elemental type.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) 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.
Fire Breath (Recharge 5–6). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d10) elemental damage of its current elemental type on a failed save, or half as much damage on a successful one.
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 23 (3d6 + 15) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
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