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.
Telepathy. This dragon can telepathically communicate with a creature it can see within 100 ft. When it does so, the targeted creature may respond, even if it doesn’t see the dragon.
Telepathic Hub. The dragon can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The dragon can let those creatures telepathically hear each other while connected in this way.
Shielded Mind. This dragon is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells.
Speak with Beasts and Plants. The dragon can communicate with beasts and plants as if they shared a language.
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 7 (2d6) poison 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.
Poison Breath (Recharge 5–6). The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.
Regurgitate (Recharge 6–7). The dragon vomits up a thick black ooze that is acidic to the touch in a 30-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one. This area will remain toxic for 3 rounds.
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 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.
Psychic Stun Blast (Costs 3 Actions). The monster lashes out with its mind. Each creature within 20 feet of it, and isn't a construct or undead, must succeed on a DC (8+I([Tooltip Not Found])+Prof) Intelligence saving throw or be stunned until the end of the monster's next turn
Description
The most elegant and charming of dragons, masquerade dragons use flattery and displays of beauty to get the upper hand against their enemies. A masquerade dragon is recognized by their human-like face and feathery bodies
Lair and Lair Actions
Toxic sludge can be found in puddles near a legendary masquerade dragon’s nest, carrying a repulsive whiff of the creature’s noxious breath. Their nests are mostly comprised of bark and hay stolen or bartered from villages and forests. At the peak of its mountain, a masquerade dragon chooses a constructs a large nest as if it were a trophy on a pedestal. It's domain does not contain any special conditions due to its reliance on itself from arogance
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