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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) 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.
Storm Breath (Recharge 5–6). The dragon exhales a dark cloud in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 53 (12d6) Lighting 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.
Whirl Wind (Costs 2 Actions). The dragon beats its wings. generating a column of wind centered on its self. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Thunder Chases Lighting. (Costs 2 Actions) Only available after breath has been used. The dragon snaps his maw near the Storm Cloud, generating Thunder to strike. Each creature in that area must make a DC 21 CON saving throw, taking 53 (12d6) Thunder damage on a failed save, or half as much damage on a successful on.
Description
The air begins to tingle with lighting and the sound of thunder can be heard in the surrounding regions of the Storm Dragon, whose Zig-Zag back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with Storm clouds when it is angry.
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