Legendary Resistance (3/Day): If the Dragon fails a saving throw, it can choose to succeed instead.
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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
Claw: Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 ft. 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.
Sonic breath. The exhaling dragon screams into a 60 foot cone. All creatures in the area must make a DC 21 Dexterity saving throw, taking 66 (12d10) sonic damage if they miss, or half that damage if they succeed.
Screech. The dragon screams in a 40-foot square whose center is his head.
All creatures in the area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute and deafened for 5 min. Each target can re-roll the saving throw at the end of each of their turns, getting rid of the paralysis effect if successful but not getting rid of the deafening.
Rock Breath (Recharge 5-6): The dragon exhales a rock that explodes against the ground in a 40-foot cone. All creatures in the area must make a DC 19 Dexterity saving throw, taking 63 (18d6) bludgeoning damage and are knocked down if they miss, or half that damage if they pass it and are not knocked down.
Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each 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 ft. of the Dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The Dragon can then fly up to half its flying speed.
Lair and Lair Actions
Lair of a Screeching Dragon
Screeching dragons inhabit high, dry regions or hilltops, and prefer to establish their lairs in narrow caves. Inside, protected
Through false walls, are the secret antechambers in which the dragon stores valuable minerals, works of art and the rarities that he has collected throughout his life.
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