Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon can use its Mesmerizing Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Mesmerizing Presence. Cosbyx's glimmering scales create a hypnotic pattern. Each creature within 120 feet that can see the dragon must succeed on a DC 16 Wisdom saving throw or become charmed for 1 minute. While charmed in this way, the creature's speed is reduced to 0. 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 Mesmerizing Presence for the next 24 hours.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Razor Breath. The dragon exhales razor sharp jade shards in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 49 (14d6) slashing damage on a failed save, or half as much damage on a successful one.
Sleep Breath. The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
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.
Lair and Lair Actions
Cosbyx, the Dark Jade Dragon’s Lair
Cosbyx lairs in underground lakes and ponds around the elemental plane of faerie fire, turning the body of water into a thick gelatinous ooze. The gello like water is thick enough to walk on but is considered difficult terrain. Anyone engulfed in the gello is restrained and suffocating. They or a creature within 5 feet of them can use their action to make a DC 13 Strength (Athletics) check to break free, and anyone still engulfed on the end of their turn takes 10 (3d6) necrotic damage.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
• The dragon creates fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
• A column of gelatinous water appears within 120 feet of the dragon and engulfs a creature within 60 feet of the body of water. The gel lasts until initiative count 20 on the next round. A Large or smaller creature within range must succeed on a DC 15 Dexterity saving throw or be thrown restrained and take 10 (3d6) bludgeoning damage plus 10 (3d6) necrotic damage.
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