Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Prismatic Immunity. The dragon can use a bonus action to gain immunity to one of the following damage types: acid, cold, fire, or lightning. The immunity lasts until the dragon uses this ability again.
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: +15 to hit. Reach 10 ft., One target. Hit: 20 (2d10 + 9) piercing damage.
Claw. Melee Weapon Attack: +15 to hit. Reach 5 ft., One target. Hit: 16 (2d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +15 to hit. Reach 15 ft., One target. Hit: 20 (2d8 + 9) 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 22 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.
Prismatic Breath (Recharges 5-6). The dragon exhales multicolored rays of light. Each creature in a 60-foot cone must make a DC 21 Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.
1 Red. Target takes 55 (10d10) fire damage on a failed save, or half as much damage on a successful one.
2 Orange. Target takes 55 (10d10) acid damage on a failed save, or half as much damage on a successful one.
3 Yellow. Target takes 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.
4 Green. The target takes 55 (10d10) poison damage on a failed save, or half as much damage on a successful one.
5 Blue. The target takes 55 (10d10) cold damage on a failed save, or half as much damage on a successful one.
6 Indigo. On a failed save, the target is restrained. It must then make a DC 21 Constitution saving throw at the end of each of its turns. If it successfully save three times, the effect ends. If it fails its saves three times, it permanently turns to stone and is subjected to petrified.
7 Violet. On a failed save, the target is blinded for 1 minute.
8 Special. The target is struck by two rays. Roll twice more, rerolling any 8.
The dragon can take 3 legendary action, 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 end of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Cost 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 16 (2d6 + 9) Bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Lair and Lair Actions
20. Prismatic Growth. The Crystals within the lair will either grow 10 feet higher, or expand by 5 feet in all directions. This action can be traded for 2 Crystal Warriors per 5 ft of growth bursting from the crystals.
10. Prismatic Swap. All creatures on the map can be changed out with another creature within 100 feet of it.
1. Prismatic Beam. The prismatic Crystals absorb any magical or elemental energy within 10 feet of them, and on the 1 initiative, reflect it back out at the closest hostile target. DC 20 Dex save to avoid. On a failed save, the target takes half of all the magical or elemental energy that has been absorbed.
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