Amphibious. The dragon can breathe both air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10+8) piercing damage plus 13 (3d8) force damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage.
Deathly Breath (Recharge 5–6). The dragon creates a dark red and black bead of deadly energy in its mouth, then releases the energy in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw. On a failed save, the creature takes 63 (14d8) Necrotic damage, and its speed becomes 0 until the start of the dragon’s next turn. On a successful save, the creature takes half as much damage, and its speed isn’t reduced.
Bone Breath (Recharge 5–6). The dragon inhales all of the pieces that have been broken off of it, restoring 20 HP to the dragon, then exhales the bone shards in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw. On a failed save, the creature takes 63 (14d8) Bludgeoning damage. On a successful save, the creature takes half as much damage.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 23, +15 to hit with spell attacks):
1/day each: blink, control water, dispel magic, freedom of movement, globe of invulnerability, plane shift, protection from evil and good, sending
Change Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size), and is undead. 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.
Explosive Crystal (Costs 3 Actions). The dragon uses psionic energy to regenerate health by pulling its pieces back together. The dragon recovers 100 hit points.
Description
Skeletal dragons, the undead dragons, study and psionically manipulate the fundamental principles of the multiverse, from the force of gravity to the emanations of the Outer Planes. Their innate psionics give them a measure of control over how physical laws affect them. They defy gravity with flight that doesn’t rely solely upon their great wings, and gravitational force empowers both their devastating breath weapon and the exploding amethyst crystals they spit at their foes.
Raising Bones
When first encountered, the bone dragon has reforms from bones in the area. As the dragon grows, their scales, horns, and wings form together, held by a dark black and red energy. When the dragon is fully assembled, their scales resemble large, ptotruding bone fragments, scarred and worn. Their pupils are hollow blackened orbs. Large horns reminiscent of bone chunks hover behind their heads, held there by telekinetic force and shifting with their moods.
Lair and Lair Actions
A Bone Dragon’s Lair
Bone dragons make their lairs in caves next to or under secluded pools and lakes, preferring caverns with at least one entrance submerged underwater. They prize locations with a combination of open space, connecting tunnels, and dead ends to make the most of their natural and magical mobility, using flight and teleportation to navigate obstacles in their lairs.
The challenge rating of a legendary bone dragon increases by 1 when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row:
Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature.
Imprisoning Force. The dragon casts the forcecage spell, using its spell save DC and requiring no spell components. The spell ends early if the dragon uses this lair action again or dies.
Spatial Projection. The dragon chooses a space it can fit into within the lair. It exists in its own space and the chosen space simultaneously until initiative count 20 on the next round. Whenever it moves or takes an action, it chooses which version of itself is moving or acting. If an effect or attack can target both of the dragon’s spaces at the same time, the dragon is affected only once.
Regional Effects
The region surrounding a legendary bone dragon’s lair is altered by the dragon’s magic, creating one or more of the following effects:
Background Check. Once per day, the dragon can cast the legend lore spell, requiring no spell components, naming any person, place, or object within 1 mile of the lair as the spell’s subject.
Bone Profusion. Bone shards lie along muddy shores and lake beds within 6 miles of the lair.
Thriving Wildlife. Fish and other aquatic Beasts reproduce rapidly and thrive in bodies of water within 6 miles of the lair. Foraging in these waters yields twice the usual amount of food.
Watery Sight. Water within 6 miles of the lair is a conduit for the dragon’s psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components and targeting any body of water in that region.
If the dragon dies, the populations of aquatic life near the lair return to normal levels over the course of 1d10 days. The existing abundance of bones remains.
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