Starfire Breath (Recharge 5-6). The wyrm exhales a beam of radiant energy in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 24 Dexterity saving throw, taking 88 (16d10) radiant damage on a failed save, or half as much damage on a successful one.
Wings of the Cosmos. The wyrm beats its wings, causing cosmic energy to ripple outwards. Each creature within 15 feet of the wyrm must succeed on a DC 24 Dexterity saving throw or take 22 (4d6 + 8) bludgeoning damage and be knocked prone. The wyrm can then fly up to half its flying speed.
Tail Sweep. The wyrm makes a tail attack against every creature within 15 feet of it.
Frightful Presence. Each creature of the wyrm's choice that is within 120 feet of the wyrm and aware of it must succeed on a DC 20 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 wyrm's Frightful Presence for the next 24 hours.
Innate Spellcasting. The wyrm's spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components:
At will: detect magic, mage hand, prestidigitation 3/day each: shield, mirror image, hypnotic pattern, teleportation circle 1/day each: telekinesis, prismatic spray
Multiattack. The wyrm can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 26 (4d6 + 12) piercing damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 22 (4d4 + 12) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage.
Ethereal Stride. The wyrm magically shifts between the Material Plane and the Ethereal Plane, disappearing from the Material Plane and reappearing up to 30 feet away in an unoccupied space within its line of sight. Any opportunity attacks made against the wyrm before it disappears are made with disadvantage.
Celestial Shield. In response to being hit by a melee attack, the wyrm can emit a burst of radiant energy. The attacker must make a DC 20 Constitution saving throw or be blinded until the start of the wyrm's next turn.
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