Spellcasting. The dragon is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost (see “Actions” below)
1st level (3 slots): detect magic, identify, magic missile (see “Actions” below), shield
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Magic Missile (Expends a 1st-Level Spell Slot). The dragon creates three magical darts. Each dart hits a creature the dragon chooses within 120 feet of it and deals 3 (1d4 + 1) force damage.
Ray of Frost. Ranged Spell Attack: +8 to hit, range 60 ft., one creature. Hit: 4 (1d8) cold damage, and the target’s speed is reduced by 10 feet until the start of the dragon’s next turn.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one.
Paralyzing Breath. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed 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.
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.
The dragon can take a number of legendary actions equal to the number of players. At the end of a player’s turn that player can choose to have the dragon use one of its legendary actions choosing from the options below, only one legendary action option can be used at a time. The dragon regains spent legendary actions at the start of its turn.
Bite. The dragon makes one Bite attack.
Claw. The dragon makes one Claw attack.
Tail. The dragon makes one Tail attack.
Ray of Frost. The dragon casts ray of frost.
Move. The dragon moves up to its speed without provoking opportunity attacks.
Frighten Foe. The dragon targets one creature it can see within 30 feet of it. If the target can see or hear it, the target must succeed on a DC 18 Wisdom saving throw or be frightened of the dragon until the end of dragon’s next turn.
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