Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Alternatively, it may expend one use of its legendary actions.
Limited Magic Immunity. The dragon is immune to spells of third level or lower, even if upcasted.
Hemmorage. The dragon automatically scores attacks on rolls 18-20. Such attacks also deal double damage.
Innate Spellcasting (9/day). The dragon casts any ninth-level spell (CHA).
Magic Weapons. The dragon's weapon attacks are magical.
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: +30 to hit, reach 20 ft., one target. Hit: 32 (4d10 + 10) piercing damage plus 63(18d6) fire damage. Bitten creatures lose resistance to fire damage until the end of the dragon's next turn.
Claw. Melee Weapon Attack: +20 to hit, reach 15 ft., one target. Hit: 17 (4d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 54 (12d8 + 10) 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 25 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.
Fire Breath (Recharge 5–6). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 182(52d6) fire 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.
Dispel Magic. The dragon casts dispel magic.
Wing Attack/Bite (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 27 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be moved 10-feet in any direction of the dragon's choice, ending up prone. Alternatively, it may use a bite attack. The dragon can then fly up to half its flying speed.
Lair and Lair Actions
A Dragon’s Lair
Each creature other than the dragon takes 7 (2d6) fire damage at the start of their turns. This damage is doubled if the dragon is within 60-feet of the creature.
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:
- Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.
- A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be stunned until the end of their next turn.
- Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
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