Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.
Chaos Energy. Whenever the dragon deals energy damage, roll a d6, and check to see what damage type it is. 1: Fire, 2: Cold, 3: Acid, 4: Lightning, 5: Poison, 6: Thunder. The dragon has immunity to whatever energy damage type it most recently dealt.
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: 17 (2d10 + 6) piercing damage plus 4 (1d8) energy damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) 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 16 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.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Chaos Breath. The dragon exhales energy in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) energy damage on a failed save, or half as much damage on a successful one. Confusion Breath. The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Wisdom saving throw. On a failed save, a target is subjected to the effects of the confusion spell. On a successful save, nothing happens.
The chaos 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 chaos 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 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
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