Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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: 30 (4d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage.
Clear Scales: Each creature that has not already spotted the dragon and is searching needs to make a DC 16 wisdom perception check to spot the dragon as its translucent scales bend light around it. (If a player loses sight of the dragon at the end of its turn the check must be re-made or attacks have disadvantage when targeting the glass dragon.)
Breath Weapons (Recharge 5–6). The dragon uses it piercing breath.
Molten Breath. The dragon spews a molten blast in a 30-foot line. Each creature in that area must make a DC 20 Dexterity saving throw, taking 58 (13d8) fire damage on a failed save and is restrained as the molten glass begins to harden, or half as much damage on a successful one and is not restrained. (this weapon does not recharge on a 5 or 6 the dragon must land and use a action or reaction to replenish its molten stores)
Piercing breath. The dragon exhales hail of shards of glass in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw taking 58 (13d8) fire damage A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Sharded Shape. As the dragon is beaten and battered the glass of its scales begin to melt and form into its weapons, once the dragon reaches below 50% of its maximum HP add 1.5 X damage dice to all attacks. and once the dragon reaches below 25% of max life double amount of original damage dice of all attacks and reduce AC to 16 as its own armor becomes ammunition for its survival.
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.
Replenish. The dragon may(as long as it is touching the ground) replenish its Molten Breath weapon.
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 21 Dexterity saving throw or take 22 (4d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
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