Legendary Resistance (3/Day) If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon 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: 15 (2d10 + 4) piercing damage plus 6 (3d6) poison damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (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.
Electric Gas Breath (Recharge 5–6).
The dragon exhales electric gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) lightning damage on a failed save, or half as much damage on a successful one.
The exuded gas is blue in color and could silence creatures in its way, snuffed out mundane and magical flames, prevented discharge of fire, heat, electricity, and dispelled illusions. The gas a song dragons' breath creates remains in place for up to 3 minutes and is unaffected by normal or magical wind.
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.
Lair and Lair Actions
A Song Dragon’s Lair
A song dragon is seldom fought in its lair - because its lair is the community in which their human home stands. The song dragon would seek to do battle anywhere else rather than risk the safety of their friends, and would only transform there, knowing the risk of being discovered, in the most dire of emergencies. The song dragon can use its lair actions in both dragon and human form.
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 very cobbles of the dragon's home city become its to command, as it chooses a 10-foot-square area on the ground that it can see within 120 feet of it. Each creature on the ground in that area when the effect begins must succeed at a DC 18 Strength saving throw or be unable to move their feet from the ground on which they stand, becoming Restrained. A creature can take an action to attempt a DC 18 Strength check, freeing itself or another creature within its reach and ending the Restrained condition on a success. Moving within the affected area costs double movement for the distance traveled. On initiative count 20 on the next round, the effect grows more powerful for anyone still stuck, and the Strength DC to work free increases to 20.
- The dragon chooses a 30-foot-square area on the ground it can see within 120 feet of it. Anyone starting their turn within that area must make a DC 18 Wisdom saving throw the moment they attempt to move. If they fail, they see obstacles where there are none and paths that don't exist. They end up anywhere the dragon wishes them to be, within the limits of their movement. Once a creature has successfully saved against this effect, they see through the illusion. This effect lasts until the dragon uses their lair action again or until the dragon dies.
- The dragon chooses one creature within 120 feet of it. It does not have to see the target creature, but it must know they are within range. The dragons sings a beautiful, haunting song. The creature perceives the song in their own native tongue, and the words they hear speak to their personal desires, hopes, or heartaches. The creature must succeed at a DC 18 Wisdom saving throw or be enamored of the song dragon, becoming Charmed. They may repeat the saving throw at the end of their turns. This effect lasts until the dragon uses their lair action again, until the dragon dies, or until the target creature succeeds at their saving throw.
Regional Effects
The region containing a legendary song dragon's lair is warped the dragon's magic, which creates one or more of the following effects:
- Intelligent creatures within the town in which the dragon lives feel joyous, and at peace. Good-aligned creatures in particular feel like this town is lovely, and would make an excellent place to settle.
- The dragon can use tiny beasts such as rodents and birds within the town as its eyes and ears. They are unaware of its presence in their mind.
- The town in which the dragon lives seems better kept and more beautiful than efforts on the part of its citizens can explain. The citizens assume someone else is responsible, but tend not to question who or how.
If the dragon dies, the magic carvings fade over the course of 1d10 days. The other effects end immediately.
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