Innate Spellcasting (Psionics). The dragon’s spellcasting ability is Intelligence (spell save DC 16). It can cast the following spells, requiring no components:
At will: arcane eye, charm person, detect magic, detect thoughts, levitate, mind sliver, suggestion
3/day each: dominate person, intellect fortress, tasha’s mind whip
1/day each: dominate monster, gate
Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.
Siege Monster. The dragon deals double damage to objects and structures.
Multiattack. The dragon uses its Malevolent Presence. It then makes three attacks: two with its claws and one with its tail. If the dragon isn’t flying, it can also make one attack with its wings.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage.
Wings. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (2d4 + 7) bludgeoning damage.
Malevolent Presence. Any creature with an Intelligence of 4 or more that is within 30 feet of the dragon must succeed on a DC 16 Wisdom saving throw or be charmed by it 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 Malevolent Presence for the next 24 hours. A creature charmed in this way fixates on another creature or object that the dragon mentally chooses and must, on each of its turns, move as close as it can to that target and use its action to make a melee attack against it. If the dragon doesn’t choose a target, the charmed creature can act normally on its turn.
Magma Breath (Recharge 5–6). The dragon exhales a stream of molten rock in a 120-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one. Until the start of the dragon’s next turn, the ground under this line is covered by lava. The lava is difficult terrain and when a creature starts its turn in the lava or enters it for the the first time on a turn, it takes 31 (7d8) fire damage. Smoke also billows out from the lava in a 5-foot radius. The area of the smoke is heavily obscured and creatures have disadvantage on Constitution saving throws while within the smoke unless they hold their breath.
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