Amphibious. The dragon can breathe air and water.
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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid 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.
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 16 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.
Particle Breath (Recharge 5–6). The dragon exhales toxic particles in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) particle damage on a failed save, or half as much damage on a successful one.
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.
The dragon can take 2 mythic actions, choosing from the options below. Only one mythic 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.
Eldritch Meteorite. The dragon casts (Eldritch Blast) and launches a massive swirling ball of magic at the creature.
Deafening Roar. The dragon roars at full might, Each creature within 70 feet of the dragon must succeed on a DC 18 Dexterity saving throw or take 13 (3d4 + 5) noise damage and be knocked prone.
Lair and Lair Actions
Mythic dragons dwell in the underdark, and in caves and mountains on the frayed edges of civilization. A mythic dragon’s lair is a dismal cave, grotto, or ruin. The lair is filled with luminescent mushrooms, watched over by crumbling statues. Centipedes, scorpions, and snakes infest the lair.
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