Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Spider Climb. The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Scintillating Scales. The Mirage Dragons scales shimmer and shine in all the colors of the rainbow and catch light only to throw it back like a disco ball. This effect reaches out upwards of 30 ft., and any creatures that can see it has disadvantage on attack rolls against it. In addition, any creature in the bright light that is caught in the light must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.
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: 19 (3d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (3d8 + 6) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (3d8 + 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 18 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 Divine Presence for the next 24 hours.
Confusing Breath (Recharge 5–6). The dragon exhales an ever-changing colourful blast of dust in a 60 ft cone. Each creature in that cone must make a DC 18 Constitution saving throw. On a failed save, the creature takes 45 (10d6) psychic damage and is forced to either use a dash action on its turn running away from the Dragon or attack its nearest ally. On a successful save, the creature takes half as much damage and isn’t forced to take any action.
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.
Fey Elusiveness. The dragon draws in fey energy from its surroundings and uses them to teleport itself 30 ft. to any visible and unoccupied spot.
Tail Attack. The dragon makes a tail attack.
Mirage (Cost 2 Actions). The dragon shakes its body violently and from its form an explosion of light occurs, this effect creates an illusionary area around the dragon that it can change as it sees fit, illusionary figures lash out at creatures caught within, it lasts for 1d4 rounds. The area is 60 ft. in diameter and counts as difficult terrain to any creature besides the dragon, it is centered on the Dragon and it stays where it was cast. When a creature enters or ends their turn inside the area they take (2d10) psychic damage.
Description
DWELLING IN PRISTINE FEYWILD FORESTS
untouched by axe or flame, sunning themselves in brightly lit glades,
mirage dragons are reclusive creatures.
Though they rarely deign to interact with others, mirage dragons consider the Eladrin to be kindred souls who share their independence and reluctance to become involved in the conflict between light and dark.
A mirage dragon has a long, serpentine body, covered in deep emerald scales, and a wedge-shaped head. Despite its small size, its wings readily lift it
into the air. All mirage dragons grow soft, brilliant feathers behind their jaws, giving them vibrant manes of wondrous color.
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