Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Crimson Mantle (1/Day). The dragon can cast fire shield, requiring no spell components.
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 20-foot-diameter tunnel in its wake.
Multiattack. The dragon makes one Bite attack and one Tail attack.
Bite. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 19 (3d6 + 9) piercing damage plus 6 (1d10) radiant damage and 6 (1d10) fire damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 13 (1d8 + 9) bludgeoning damage.
Crimson Bloom (Recharge 5–6). The dragon exhales a flashing mote of crimson energy that travels to a point the dragon can see within 240 feet of itself, then blossoms into a 40-foot-radius sphere centered on that point. Each creature in the sphere must make a DC 23 Constitution saving throw, taking 33 (6d10) radiant damage and 33 (6d10) fire damage and is blinded for one minute on a failed save, or half as much damage and is not blinded on a successful one.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 19):
1/day each: meld into stone, telekinesis, teleport, hold monster, forcecage.
Change Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.
Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.
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.
Claw. The dragon makes one Claw attack.
Psionics (Costs 2 Actions). The dragon uses Psychic Step or Spellcasting.
Ignition Wave (Costs 3 Actions). The dragon releases a wave of heat in a 50ft sphere centered on itself. Each creature in the sphere other than the dragon must make a DC 23 Constitution saving throw taking 11 (2d10) fire damage on a failed save or half as much on a successful one. If a creature fails the save by more than 5 they take an additional 1d10 fire damage at the beginning of each of their turns for 1 minute. This damage cannot stack.
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