Terraformulating. The dragon can breathe in any matter or space.
Legendary Resistance (4/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: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 14) piercing damage.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 13) slashing damage.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 15) 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 25 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.
Breath Weapons (Recharge 3–4). The dragon uses one of the following breath weapons.
Element Breath. The dragon exhales a cacophony of different elements in a 90-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 81 (14d10) of each elements damage on a failed save, or half as much damage on a successful one. The breath weapon is made up of 3 different elements chosen by the DM at the time of the attack.
Stunning Breath. The dragon exhales a breath if white light in a 90-foot cone. Each creature in that area must succeed on a DC 25 Constitution saving throw or become Stunned for 1 turn & Blinded for 3 turns. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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, Legendary Resistance, 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, including magical effects and spellcasting abilities.
The dragon can take 4 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 18 (2d6 + 12) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Lair and Lair Actions
A Prismatic Dragon’s Lair
Prismatic dragons make their homes in out-of-the-way places, where they can do as they please without arousing suspicion or fear. Only one Prismatic dragon can exist at a time, making their choice in home usually a place where no normal mortal can reach easily.
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.
- One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to the celestial plane. To escape, the creature must use its action to make a Charisma check contested by the dragon’s within 1 minute of being banished there or be there permanently until they find a way of escape.
Regional Effects
The region containing a legendary prismatic dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon’s lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.
- Beautiful vivid rainbows become extremely common within 6 miles of its lair, creating places of radiance and growth where they touch the ground.
- Crystals within 1 mile of the dragon’s lair sparkle and gleam, shedding dim light in a 5-foot radius.
If the dragon dies, these effects end immediately.
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