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: +12 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 6) piercing damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (4d4 + 6) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 17 (3d6 + 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 19 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 5–6). The dragon uses one of the following breath weapons.
ceramic Breath. The dragon exhales sea-glass in a 60-foot cone. Each creature in that area must make a DC 22 dexterity saving throw, taking 44 (8d10) slashing damage on a failed save, or half as much damage on a successful one.
scintillating Breath. the dragon exhales a blinding light in a 60ft cone. each creature within the cone must make a DC22 constitution saving throw or be blinded for a minute. the blinded creature can repeat the saving throw at the end of each of its turn ending the effect on a save
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.
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 20 Dexterity saving throw or take 14 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Flash-bang (Costs 2 Actions). the dragon glows bright with light and may attempt to hide within its hoard. the dragon makes a stealth role with advantage. every creature who sow the light has disadvantage ability checks related to sight till the end of the dragons next turn.
Lair and Lair Actions
A sea-glass Dragon’s Lair
A sea-glass dragon lairs in coastal or underwater caves. It might salvage a wrecked ship, reconstruct it within the confines of its lair, and use it as a treasure vault or nest for its eggs.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- The air around the dragon takes on the properties of glass, twisting and refracting the light that passes through it. Each creature within 60 ft of the dragon has disadvantage on perception checks and ranged attack rolls. Creatures that do not require eyesight to see within this range are immune to this effect. the effects last untill initiative count 20 on the next round
- shards of sea-glass start shooting out of the ground on a point the dragon can see within 120 feet of it which becomes difficult terrain. Each creature within a 20-foot radius centred on that point must make a DC 15 dexterity saving throw or take 5 (1d10) piercing damage and and take an extra 3 (1d6)piercing damage for each 5 feet of movement. the terrain goes back to normal at initiative count 20 on the next round.
Regional Effects
The region containing a legendary bronze dragon’s lair is warped by the dragon’s magic.
- Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
- Underwater currents within 6 miles of the dragon’s lair transport the treasures of the sea to the lair for the dragon to hoard.
- Within its lair, the dragon can set illusory lights, such as a glistering coin and strange shimmers, so that they can be seen in various parts of the lair.
If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.
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