Divine Essence. Any effect that targets celestials targets this dragon as well.
Glass Eater (1/day). Outside of combat, the dragon may consume a Petrified target that is smaller than itself to regain hit points equivalent to half of the target's maximum.
Innate Spellcasting. The dragon's innate spell spellcasting ability is Charisma (spell save DC 21). The dragon can innately cast the following spells, requiring no material components:
At will: burning hands, detect good and evil, shatter, suggestion
3/day: geas, greater restoration, forbiddance
1/day: divine word, fire storm
Multiattack. The dragon can use its Radiant Presence, then make three attacks: one with its bite and two with its talons.
Bite. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 23 (2d8 + 7) piercing damage plus (1d8) radiant damage.
Talon. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (2d6 + 7) slashing damage.
Radiant Presence. Each creature within 60 feet must make a DC 24 Constitution saving throw. On a failed save, a creature takes 42 (6d8) radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded . A creature that is blinded makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
Ironglass Flame (Recharge 5-6). The dragon spits a ball of liquid glass at a target. Ranged Weapon Attack: +10 to hit, range 40/100 ft., 1 target. Hit: 88 (16d10) radiant damage. The creature must make a DC 24 Constitution saving throw, becoming Restrained on a failed save. It may repeat the saving throw at the end of each of its turns. It if successfully saves three times, the effect ends. If it fails to save three times, it becomes Petrified and turns to glass.
Rallying Cry (5/day). The dragon sings a melody which fills those around it with hope. Each creature of the dragon's choice that is within 120 feet of the dragon and can see and hear it gain a d12 inspiration die that they can use on a d20 roll of their choice.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Innate Spellcasting, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
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Detect. The dragon makes a Perception check.
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Talon Attack. The dragon makes a talon attack.
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Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Lair and Lair Actions
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 glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
- The walls of the lair shimmer with an otherworldly light. All creatures within 120 feet of the dragon must make a DC 21 Intelligence or Wisdom saving throw or be unable to cast magic until initiative count 20 on the next round.
- The walls of the lair shimmer with an otherworldly light. All creatures within 60 feet of the dragon must make a DC 21 Intelligence or Wisdom saving throw or be Charmed for 1 minute.
Regional Effects
The region containing an ancient glassblower's lair is warped by the dragon's magic, which creates one or more of the following effects:
- Water sources within 1 mile of the lair are supernaturally warm and faintly sulfurous.
- Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair.
- Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Primordial while within 1 mile of the dragon’s lair. These creatures speak well of the dragon, but can’t divulge its whereabouts.
If the glassblower dies, these effects fade over the course of 1d20 days.