Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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: +11 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 5) piercing damage plus 5 (1d10) psychic damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 5) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 5) 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.
Anguish breath (Recharge 5–6). The dragon exhales concentrated psychic energy in a 60-foot cone. Each creature in that cone must make a DC 19 charisma saving throw, taking 54 (12d8) psychic damage on a failed save, or half as much damage on a successful one. Failing this save by more than 5 will also cause the target's charisma to drop to 1. This will last until either the dragon is killed, the target has failed 2 death saves or 30 days have elapsed.
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.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Lair and Lair Actions
Mood aura dragons make their lairs in large, abandoned caves. When one cannot be found, an empty swamp will suffice.
A pink hue taints everything close to the dragon's lair, as well as giving all nearby creatures horrible memories and visions, which it uses to deter anyone of weak mind attempting to kill it.
A mood aura dragon can cause balls of pure, weaponized emotion to fall from the roof at will. While this would (momentarily at least) grant the creatures emotions that were contained in that ball back to them, the intruder in question isn't usually alive to celebrate the moment.
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:
- A ball of weaponized emotion falls in a place that the dragon can see within 120 feet of it. Every creaure in a 20 foot radius must succeed on a DC 15 Dexterity saving throw or take 7 (2d6) force damage plus 7 (2d6) psychic damage.
- A psychic pulse fires out in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The pulse spreads around corners. Each creature in the radius must succeed on a DC 15 Charisma saving throw or be prone until the start of your next turn.
Regional Effects
The region containing a legendary mood aura dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- The sky and all flora has a pink hue within 6 miles of the lair.
- Any creature capable of thought begins to experience terrible memories and visions of their past failures, as well as a reduced emotional capability.
If the dragon dies, the induced negative thoughts are removed and emotional capability off all creatures is restored immediately, with the pink hue disappearing after 2d8 days.
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