Temperature Aura. The dragon constantly excretes either extreme cold or extreme heat. At the start of each of the dragon's turns, it can choose either fire damage or cold damage, dealing 3 (1d6) of the chosen damage to each creature within 5 ft of it. The dragon can also choose to turn off the aura for 1 round, after which it automatically restarts, automatically dealing 1 fire or cold damage to each target within 10 ft of the dragon in the process.
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: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 3 (1d6) cold or fire damage (dragon's choice).
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage.
Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
Fireball. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 16 (3d10) fire or cold damage (dragon's choice).
Cold Breath (Recharge 6). The dragon exhales an icy blast of hail in a 55-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 42 (12d6) cold damage on a failed save, or half as much damage on a successful one.
Fire Breath (Recharge 6). The dragon exhales an burst of flame in a 55-foot cone or 60-foot, 10-feet wide line. Each creature in that area must make a DC 18 Constitution saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.
Self Destruct. The dragon unlesheases it's internal energies, putting itself down to 0 hit points immediately. Each creature within 30 feet of the dragon when it self destructs must succeed on a DC 19 Dexterity saving throw, taking 13 (2d12) fire damage, 13 (2d12) cold damage, plus 7 (2d6) wrath damage on a failed save, or half as much damage on a success.
Evasion (1/Short or Long Rest). The dragon casts freedom of movement while targeting itself, but during the duration, the dragon also gains advantage on Dexterity saving throws and all attacks against the dragon gain disadvantage as long as the dragon is moving.
The dragon can take 2 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.
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